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Cyberpunk Red Data Screen

The document provides rules for various game systems including skill checks, combat, health, and netrunning. It outlines difficulty values, actions, damage, injury effects, and netrunning programs and actions. Quick generators are also included for combat and netrunning floors.

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
1K views

Cyberpunk Red Data Screen

The document provides rules for various game systems including skill checks, combat, health, and netrunning. It outlines difficulty values, actions, damage, injury effects, and netrunning programs and actions. Quick generators are also included for combat and netrunning floors.

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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General Rules (Pages:124-142)

Skill Check: Actions:


1d10+Stat+Skill V.S. DV Your Turn = 1 Move +1 Action

Difficulty DV Move, Attack, Get Into Vehicle, Get Up, Grab,


Hold Action, Run, Stabilize, Start Vehicle,
Simple 9
Throw, Net Actions, Use Object, Use Skill.
Everyday 13
Difficult 15 The Rules:
Professional 17
Heroic 21
1. Style over substance.
Incredible 24
2. Attitude is Everything.
Legendary 29
3. Live on the Edge.
4 .Break the Rules.

Combat (Pages:167-194)

Melee: Guns:
Dex+brawl/melee (Vs) ref+evasion ref+skill vs DV by range
or by ref+evasion if ref is 9.
Martial Arts: Automatic Fire:
Dex+Martial Arta. (Vs) Damage = damage roll x (check - dv)
ref+evasion/martial arts.
Armor:
Fist Damage Value subtracts from damage.
Body >4 5-6 7-10 11
Call the Shot:
Damage 1d6 2d6 3d6 4d6
-8 to roll and choose: Head (x2 damage),
Foot (move -4), or Hand (lose item.)
Difficulty Value By Range:
Weapon Type 0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
Pistol 13 15 20 25 30 30 na na
SMG/auto 15/20 13/17 15/20 20/25 25/30 30/na 35/na na
Shotgun 13 15 20 25 30 35 na na
Assault Rifle/auto 17/22 16/20 15/17 13/20 15/25 20/na 25/na 30/na
Sniper Rifle 30 25 25 20 15 16 17 20
Bows 15 13 15 17 20 22 na na
Grenade Launcher 16 15 15 17 20 22 25 na
Rocket Launcher 17 16 15 15 20 20 25 30
Health (Pages:219-232)

Wound State:
Roll First Aid or Paramedic to begin healing process
Wound State Threshold Effects Stabilization
Lightly Less Than Full None 10
Seriously Less Than Half -2 to Actions 13
Mortally Less Than 1 -4 actions, -6 move, death saves: 1d10 roll under body 15
Dead Fail Death Save Dead Dead

Injury Tables:
Roll Injury when two 6s appear in the damage roll. Add five additional damage.
2d6 Body Injury Effect Quick Fix Treatment
2 Dismembered Arm Arm is gone. +1 to death save. na Surgery 17
3 Dismembered Hand Hand is gone. +1 to death save. na Surgery 17
4 Collapsed Lung -2 Move. +1 to death save. Paramedic 15 Surgery 15
5 Broken Ribs +5 damage for every 4 meters of movement Paramedic 13 Paramedic 15
Surgery 13
6 Broken Arm Arm Unusable Paramedic 13 Paramedic 15
Surgery 13
7 Foreign Object +5 damage for every 4 meters of movement First Aid /Paramedic 13 Quick Fix
8 Broken Leg -4 Move Para medic 13 Paramedic 15
Surgery 13
9 Torn Muscle -2 melee First Aid / Paramedic 13 Quick Fix
10 Spinal Injury No Action next round Paramedic 15 Surgery 15
11 Crushed Fingers -4 to all actions with hands Paramedic 13 Surgery 15
12 Dismembered Legs Leg is gone, -6 move, +1 to death save na Surgery 17

2d6 Head Injury Effect Quick Fix Treatment


2 Lost Eye Eye is gone, -4 to range/perception, +1 to death save na Surgery 17
3 Brain Injury -2 all actions, +1 to the death save na Surgery 17
4 Damaged Eye -2 ranged attacks and perception Paramedic 15 Surgery 13
5 Concussion -2 all actions First Aid /Paramedic 13 Quick Fix
6 Broken Jaw -4 to all actions involving speech Para medic 13 Paramedic /Surgery 13
7 Foreign Object +5 damage every 4 meters of movement First Aid/ Paramedic 13 Quick Fix
8 Whiplash +1 to death save Paramedic 13 Paramedic / Surgery 13
9 Cracked Skull Headshots multiply x 3 (instead of x2), death save +1 Paramedic 15 Paramedic /Surgery 15
10 Damaged Ear +5 damage every 4 meters -2 hearing Paramedic 13 Surgery 13
11 Crushed Windpipe You cannot speak, +1 to death save na Surgery 15
12 Lost ear +5 damage every 4 meters, -4 hearing, death save +1 na Surgery 17
Netrunning (pages 195-218)

Basic Rule: Zap!


1d10+interface rank + program bonuses 1d10 + Interface Rank + Program
Atk (Vs)
1d10 + Interface Rank/Program Def

Netrun Difficulty Values: Actions:


DV 6 8 10 12 Backdoor: Break Passwords
Rank that stands a 2 4 6 8 Cloak: Hide Actions
fighting chance Control: Control things in the program
Eye-Dee: find a piece of data
Rank and Number of Net Actions: Pathfinder: See the map
Rank 1-3 4-6 7-9 10 Scanner: Find the locations of systems
Nat Actions 2 3 4 5 Slide: Run away from black ice
Virus: Leave a custom virus on bottom floor
Zap: attack virus and net-runners
Quick Netrun Generator:

1d6 1 2 3 4 5 6
First 2 floors File DV6 Password DV6 Password DV8 Skunk Wisp Killer

3d6 Basic Floor Standard Floor Uncommon Floor Advanced Floor


3 Hellhound Hellhound x2 Kraken Hellhound x3
4 Sabertooth Hellhound, Hellhound, Scorpion Asp x2
5 Ravenx2 Skunk x2 Hellhound, Killer Hellhound, Liche
6 Hellhound Sabertooth Raven x2 Wisp x3
7 Wisp Scorpion Sabertooth Hellhound, Sabertooth
8 Raven Hellhound Hellhound Kraken
9 Password DV6 Password DV8 Password DV10 Password DV10
10 File DV6 File DV8 File DV10 File DV10
11 Control Node DV6 Control Node DV8 Control Node DV10 Control Node DV10
12 Password DV6 Password DV8 Password DV10 Password DV10
13 Skunk Asp Killer Giant
14 Asp Killer Liche Dragon
15 Scorpion Liche Dragon Killer, Scorpion
16 Killer, Skunk Asp Asp, Raven Kraken
17 Wisp x3 Raven x3 Dragon, Wisp Raven, Wisp, Hellhound
18 Liche Liche, Raven Giant Dragon x2
Improvements (pages 409-411)

I.P. Costs
1 2 3 4 5 6 7 8 9 10
LV 20 40 60 80 100 120 140 160 180 200
LV x2 40 80 120 160 200 240 280 320 360 400
Rank 60 120 180 240 300 360 420 480 540 600

I.P. Rewards
I.P.s Group Warrior Socialize Explorer Roleplayer
10 Tried valiantly Used combat skills Tried to support the Attempted to Attempted to
but failed. group investigate the world. roleplay.
20 Partial Success Effective combat skills. Helpful to the group Learned something Roleplayed in
about the world character often
30 Everyone Frequent and effective Frequently helpful to the Frequent use of Used acting rather
Participated use of combat skills. group’s success. investigative abilities. than rolling to
succeed at a task.
40 Strong Out of the ordinary use Did something out of Discovered something Tried something
Cooperation of combat skills. the ordinary. really interesting. clever in character.
50 Mission Very effective use of Did something clever to Very clever Very effective use of
Accomplished combat skills. help the group. investigation. roleplay
60 Strong Success Combat Critical Player helped the group Uncovered an Roleplay was critical
work together important clue. to success.
70 All goals Party would have lost Critical in helping the Found a clue vital to Roleplay changed
achieved. without them. group cooperate. everyone! the outcome
80 Legendary Incredible feat of Did something Found something Incredible feat of
success! tactics! incredible! incredible! roleplay!

Other Charts
Therapy: Mental Trauma: Prices:
Therapy Cost Med Tech Effect Long term stress – 2d6 hl Cheap 10eb
Addiction 1000eb DV 15, No addiction Traumatic Incident – 1d6 hl Everyday 20eb
500eb Costly 50eb
Humanity 500eb DV 15, 2d6 Poison: Premium 100eb
Loss 100eb humanity mild – DV11 - 1d6 Expensive 500eb
Extreme 1000eb DV17, 4d6 strong - DV13 - 2d6 Very Expensive 1000 eb
Loss 500eb humanity deadly – DV15 - 3d6 Luxury 5000 eb
Super Luxur 10000 eb
Cyberpunk RED is published by R Talsorian Games
Written and Designed by Mike Pondsmith, James Hutt, Cody Pondsmith, Jay Parker, J Gray, David Ackerman,
and Jaye Kovach

This data sheet was compiled by Nash Farmer. If you’re reading this I love you choomba!

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