Thread: Cyberpunk Red (not 2020)
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May 1st, 2022, 22:59 #51
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May 2nd, 2022, 02:11 #52
Excellent work, Seansp!
If there's one game that's crying out for an FGU version, it's Cyberpunk Red. I'm so excited to see one being developed. I would love to see it get an official licence, and also for your hard work to get the Eurobucks that it deserves.
You should check out the official R. Talsorian Discord for further rules clarification, and I would also highly recommend the JonJon The Wise YouTube channel, especially the Night City Council episodes, where James Hutt (one of the designers of Cyberpunk Red) gives some interesting insights on the subtleties of the system (https://www.youtube.com/watch?v=oYG8...sAc2odly1sGMVs).
By the way, melee weapons can roll a critical failure. By rolling a 1, the blade can get bent, or the handle falls off, while an action will be required to fix the issue, according to the free, official Cyberpunk FAQ on the R. Talorsion site (https://rtalsoriangames.com/wp-conte...ookFAQv1.3.pdf).
Another thing to note about a critical failure: if it's a ranged attack, the weapon still fires off a shot before it jams -- it may not mean much if it were just a bullet being fired off, but it could get messy if it were a shot from a grenade launcher. :-)
Here's another rule that I had missed: on page five of the FAQ, it mentions that critical injuries from a single martial art attack can stack. That's right: if you were to roll two 6s when executing a successful bone-breaking strike, that would mean a broken rib critical injury, along with another injury rolled on the body injuries table (that will also mean a +10 of bonus damage for those two crits). By that logic, it would also mean that aiming a shot at a leg could also generate two critical injuries if the shot were to hit and two 6s were to be rolled (but I guess that's the payoff if you are willing to take a -8 to hit).
Keep up the good work!Last edited by Fleet Foot; May 2nd, 2022 at 02:22.
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May 2nd, 2022, 02:43 #53
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Thank you Fleet Foot!
I'll definitely check out those resources, sounds great, and thanks for the clarifications! For my next release I'll add a Malfunction effect for Crit Fails on Poor Quality Melee weapons.
That's really interesting about martial arts + critical injuries! Should be supported w/ how I have it now. Damage would be done from the Attacks on the Main Tab (applying any injury automatically if the supporting module is loaded) and then the Ability can be coded for "Bone-Breaking Strike" to add the effect of that to the target!
Thanks so much for the feedback!
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May 2nd, 2022, 18:55 #54
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Hi all, I've went ahead and moved everything to the Forge: https://forge.fantasygrounds.com/shop/items/632/view
Please let me know if there are any issues with the Forge version, and I'll fix promptly!
v1.2 should be live NOW and a v1.2 fix (jumped the gun on uploading v1.1, and spun up a v1.2 to follow) is going up soon too.
v1.0:
- Changes Weapon Jammed to "Weapon Malfunction" and does this when Poor Quality weapons roll a Critical Failure (Melee OR Ranged)
v1.2 (Now Live!):
- New NPCs that default to Mook/Grunt that were added to the Combat Tracker were not showing their Armor values. FIXED.
- Clicking and dragging NPCs IN the CT to copy them in CT caused an error. FIXED.
- Clicking and dragging items to Armor or Weapons prior to clicking on the Inventory tab didn't auto-equip. FIXED.Last edited by seansps; May 2nd, 2022 at 23:35. Reason: v1.2 is up
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May 3rd, 2022, 21:19 #55
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A v1.3 is now Live on the Forge: https://forge.fantasygrounds.com/shop/items/632/view
v1.3:
- If a roll was hidden by the GM and it exploded, it was unhidden (whoops!). FIXED.
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May 3rd, 2022, 22:29 #56
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Great work on the Cyberpunk RED ruleset! Looking forward to seeing it improve and become a great ruleset for a TTRPG.
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May 3rd, 2022, 22:31 #57
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May 5th, 2022, 00:09 #58
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I just posted an updated to the Forge:
- The "Skill:Wardrobe & Style 1" Effect was not working. FIXED.
- The Cyberware bonus for "Wardrobe & Style:1" was broken for the same reason. FIXED.
Second hotfix does:
- Critical Injuries were being applied erroneously for Electricity, Drug, and Direct damage types. FIXED.
Last edited by seansps; May 5th, 2022 at 19:28.
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May 6th, 2022, 09:57 #59
Hi @seansps,
I'm having a lot of fun to convert Italian Red Rulebook for playing on FGU and considering that I love the theme style I would like to suggest to change the assets bag with something more tech :-)
Assets Bag.PNG
Obviously without haste as I realize that it is only a question of "elegance" and does not impact the game system.
Again and again thx for your work and patienceDaniele Roitero
Trieste, Italy
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May 6th, 2022, 13:13 #60
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