Basics-Choombatta, it’s time to make some EB! Cyberpunk Red is the latest version of the popular Cyberpunk series, taking place decades after the last edition. Players try to survive in Night City as gangs, governments, and corporations all fight for dominance. What will you do in the dark to make money? Let’s do a breakdown
basics-This is a 1d10 based system. You roll a d10, add an attribute, and a skill and you are done. If that number is better than the difficulty value (DV) or higher then your opponent, you win. That’s it. Hacking, fighting, seducing, it’s all 1d10+stat+skill. Slick and simple.
combat-Combat is the same as above with 1d10 + stat for initiative and each round you get a move and an action. Attacking vs defending is again 1d10+stat+skill vs 1d10+stat+skill. You will roll each time for damage and attack. You crit on a 10 and roll another 1d10 to get bonuses to hit. Beat the defender and do damage based on melee, ranged, or how much chrome cyberware you are sporting. Armor protects you but each time you take damage over its protection value, it degrades. When you take enough punishment, you gain penalties to all your rolls. Eventually you get knocked out and you need help ASAP or you die quick! Healing is slow as this is a realistic game where bullets hurt!
hacking– Hacking uses the same basics as above except your net actions are accelerated as you get multiple actions in a round if you have better gear. You also hack in/jack in physically and have to stay close unless you get dumped out and bad things happen. Once you are in, basically all computers operate like buildings with elevators. You investigate a floor and see what’s there. Black ICE and other hackers defend places, so keep your wits about you as you dig for pay data and machine controls to keep yourself alive and paid!
Ok, that’s the basics of the box. Now for my thoughts.
Mechanics or Crunch– Cyberpunk is a solid game that is realistic, but maybe a bit slow. The base mechanic of roll dice, add, and done is good, but this is a combat heavy game. I like the speed that regular rolls have, but I feel that rolling to dodge slows down games like this. D & D is as heavy a combat game, but I feel that the static defence value helps with that speed. Otherwise, it’s a pretty slick system where you do move quickly getting past obstacles and negotiating the dark underbelly of Night City. 4.5/5
Theme or Fluff– This book does a solid job explaining the world, but I would like a bit more for the included adventure. Night City and the world it is in feels real. You can tell this was written long ago in the long ago past of 1988 (god I am getting old!) as it has the feel of what they thought the future would be back then. The world is well built and I’m glad to see a future where Africa doesn’t take the brunt of the world going to hell. My one minor concern is the adventure that is included. I want a run where I can score money and fame. This one is more an Assault on Precinct 13. Not bad, but I wanted something else. Overall, this box portrays a solid world with only a few issues. 4.5/5
Execution– PDF? YEP! Hyperlinked? Yes! Starting strong! Overall, the layout is good, but I have some issues as some small things are left out or included in areas away from the revelivent text, like how armor degrades. It’s here but it’s mentioned in one place and fully explored later. It is a quick, fun read,, but the jumpstart format always leaves a few things on the cutting room floor that are needed. I do enjoy the maps and other pieces, and the book flows well. This is a decently executed book that only has a few minor issues. 4.5/5
Summary-Overall, this is a solid introduction to the world of Cyberpunk. I am left wanting more, but I don’t hate what’s here. I want more adventures and such. The intro one is good, but not the adventure I wanted. The world is well built, and the crunch is solidly designed. I have small issues with game speed and book odds and ends, but those are minor compared to everything else. This was like a solid taster to a good meal. I want more, and I look forward to the whole meal. I like Cyberpunk, and I can’t wait to play and see some more Cyberpunk Red! 90%
I like shields take damage and can prevent damage. Let’s play more with that!
Turning Blows Stance (Fighter) Feat 6
Prerequisites Everstand Stance
You’ve practiced with the shield to the point even splinters will save you in a fight. Further increase the shield’s Hardness by 2 with the Everstsnd stance bonus when using the Shield Block reaction and double the shields hit points. When the stance ends, if the shield has more damage than its maximum hit points would normally, it is then broken, not before.
TL; DR– Fun, but you will need to provide your own glue for this adventure! 93%
Basics-Who can save Christmas?! Santa is sick and who can save him? Gather his friends, find the horrible Grinch, and save Christmas for all the good little boys and girls!
Mechanics or Crunch– Goodman Games knows how to make a solid adventure! They wrote the system, so they know how to make the crunch. Solid monsters, solid puzzles, and solid extra tables for encounters. This is a well put together adventure. 5/5
Theme or Fluff– This is a fun adventure, but the story is a bit off. You don’t need to hit all the major NPC to find the horrible grinch. And the NPCs are the best part! This adventure will pull at your Frank and Bass Christmas movie memories. Lots of the old school heroes like Yukon and even Hermey, who becomes a Dentalmancer!, make appearances and serve to build out the story. I just wish there was more of a reason to meet more of them! Solid parts here, but the glue holding the scenes together here is a bit lacking. 4/5
Execution– PDF? YEP! Hyperlinked? Not really, but it’s ok. This is a well executed adventure. I love this one. There are crazy fun puzzles for the players to work through and there are monsters to fight that feel fun. I love all the little touches that are put into the adventure. Heck this adventure even has a new spell for the players to use. You can buy this from Drive Thru and be playing in five minutes based on the easy to read format and beautiful drawings and maps. Goodman Games executes another adventure amazingly! 5/5
Summary-Ho ho holy crap this is a fun one. If you want something fun to plunk down into your DCC/MCC game, this is a solid adventure to run. Mathematically, it works perfectly, and it’s executed well. I love all the little pieces here from new spells to the crazy tables built into this game. I wish the scenes were better connected, but that’s the one flaw to this amazing adventure. Check this one out if you get a chance! 93%
How about this for a feat to deal with some splash damage?
Splash Dodge Feat 7
You get used to dodging the collateral damage of most things. When you are subject to splash damage, you may make a Reflex saving throw to negate the damage. The DC is equal to the original effect or if no save is available, it is equal to the class saving throw of the person causing the effect or 10 + the CR of the creature or item level.
I want more grenade smash in my games. Let’s make that happen!
Safety Shield, Mk 1
Safety Shield, Mk 2
Safety Shield, Mk 3
Safety Shield, Mk 4
The safety shield is a magical augment that locks to a pieces of armor. The shield provides one directional shield that helps vent explosions around the barer. When the barer uses an explosive device and is inside the area of effect, the shield prevents the barer from damage from the effect as long as the device’s level is equal to or lower than that of the safety shield.
Let’s make that close-quarters bomber! I want a guy covered in burns who specializes in getting close and just bashing people with bombs.
You specialize in close quarters explosions. You start tainted in medium armor and any alchemist class ability that refers to armor proficiency also include medium armor for you. medium armor proficiency.
You may use any thrown weapon as a melee weapon against a target within five feet.
FIELD DISCOVERY 5TH
You learn a special discovery depending on your field.
Gain proficiency in shields and you can make any alchemy preparations while still holding a shield with one hand and a weapon in another.
PERPETUAL INFUSIONS 7TH
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled Lightning, lesser liquid ice, lesser thunderstone.
PERPETUAL POTENCY 11TH
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: The moderate versions of the bombs you chose for perpetual infusions.
GREATER FIELD DISCOVERY 13TH
You learn an incredible discovery that advances your understanding of your field.
Demolitions Expert: Double the splash damage of any alchemical item you use in a melee attack.
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: The greater versions of the bombs you chose for perpetual infusions.