Cyberpunk Red tables
Lookup charts. Roll locally here; the session table has the same list under Roll on table….
No matches.
Critical Injury (Body)
Leftover wound on the body. Roll 2d6. Core p.187 — short table for the tray.
| Roll | Result | Effect |
|---|---|---|
| 2 | Dismembered Arm | Arm is gone. Death Save. Drop whatever it held. |
| 3 | Dismembered Hand | Hand is gone. Death Save. Drop whatever it held. |
| 4 | Collapsed Lung | −2 MOVE (min 1). Death Save. |
| 5 | Broken Ribs | −2 to all Actions until treated. |
| 6 | Broken Arm | Arm is useless until treated. Drop whatever it held. |
| 7 | Foreign Object | −2 to Actions until the object is removed (First Aid / Paramedic). |
| 8 | Broken Leg | −4 MOVE (min 1) until treated. |
| 9 | Torn Muscle | −2 to melee Attacks until treated. |
| 10 | Spinal Injury | Next Move Action fails. Death Save. |
| 11 | Crushed Fingers | −2 to Actions using that hand until treated. |
| 12 | Dismembered Leg | Leg is gone. Death Save. −6 MOVE (min 1). |
Critical Injury (Head)
Headshot leftover. Roll 2d6. Core p.188 — short table for the tray.
| Roll | Result | Effect |
|---|---|---|
| 2 | Lost Eye | Eye is gone. Death Save. −4 to ranged Attacks and Perception (sight) until replaced / treated. |
| 3 | Brain Injury | −2 to all Actions. Death Save. |
| 4 | Damaged Eye | −2 to ranged Attacks and Perception (sight) until treated. |
| 5 | Concussion | −2 to all Actions until treated. |
| 6 | Broken Jaw | −4 to all Actions involving speech until treated. |
| 7 | Foreign Object | −2 to Actions until removed. |
| 8 | Whiplash | −2 MOVE (min 1) until treated. |
| 9 | Cracked Skull | −2 to all Actions until treated. Death Save. |
| 10 | Damaged Ear | Deaf in that ear. −2 Perception (hearing) until treated. |
| 11 | Crushed Windpipe | Cannot speak. Death Save. |
| 12 | Lost Ear | Ear is gone. Death Save. −4 Perception (hearing) until replaced. |
Worst Night in Night City
When the job goes sideways. One-roll complication.
| Roll | Result | Effect |
|---|---|---|
| 1 | Trauma Team | Someone nearby just hit their card. An AV-4 is 1d6 Rounds out, guns first. |
| 2 | NCPD sweep | A patrol drone and two officers take an interest. They want names. |
| 3 | Rival crew | Another edgerunner team is on the same contract. They saw you first. |
| 4 | Chrome glitch | A piece of installed cyberware acts up for the rest of the scene (−2 to Actions that use it). |
| 5 | Fixer calls it off | The client ghosts. Payment is now “finders keepers” and everyone knows. |
| 6 | Black ICE leftover | A hostile program is still running on a nearby access point. It notices meat. |
| 7 | Crowd | Civilians, cameras, Agents. Anything loud is on the Data Pool in one Round. |
| 8 | Ammo’s wet | The next reload is a dud. First shot after a reload automatically misses. |
| 9 | Old enemy | Someone from a Lifepath enemy shows up with friends and a reason. |
| 10 | Quiet night | Nothing extra. Enjoy it. It will not last. |
Night Market find
What is on the tarp when the Fixer lifts the sheet.
| Roll | Result | Effect |
|---|---|---|
| 1 | Kibble and regrets | Food, batteries, a cracked Agent. 10eb if you are generous. |
| 2 | Street pharmacy | 1d6 doses of something. Roll Streetwise to know if it is real. |
| 3 | Light hardware | A Light Melee or Medium Pistol, Poor quality, serial numbers gone. |
| 4 | Armorjack leftover | Light Armorjack body, SP already ablated to 9. |
| 5 | Excellent sidearm | Heavy Pistol, Excellent quality. Someone will come looking. |
| 6 | Chipware | A skill chip (rank 3, one Skill). Burns out after the next job unless a Tech nurses it. |
| 7 | Deck spare | A 5-slot cyberdeck with one cracked program still loaded. |
| 8 | Corp badge | A genuine mid-level ID. Lasts until the next shift change. |
| 9 | Trauma card | One-shot Trauma Team Gold, already paid. Expires at dawn. |
| 10 | The real thing | A Night Market Exclusive — GM picks a Luxury item. It is hot. |
Cultural Origin
Lifepath: where the Character’s people are from. Language at Rank 4 is free.
| Roll | Result | Effect |
|---|---|---|
| 1 | North American | English, Chinese, Creole, or Spanish. |
| 2 | South / Central American | Spanish, Portuguese, or English. |
| 3 | Western European | French, German, English, Italian, or Spanish. |
| 4 | Eastern European | Russian, Polish, Ukrainian, or English. |
| 5 | Middle Eastern / North African | Arabic, Turkish, Berber, English, or French. |
| 6 | Sub-Saharan African | French, English, Arabic, Swahili, or Yoruba. |
| 7 | South Asian | Hindi, English, Bengali, Tamil, or Punjabi. |
| 8 | South East Asian | Chinese, English, Thai, Vietnamese, Tagalog, or Malay. |
| 9 | East Asian | Chinese, Japanese, Korean, or English. |
| 10 | Oceania / Pacific Islander | English, Chinese, Maori, or Samoan. |
Personality
Lifepath: how they present on The Street. Core p.46 style.
| Roll | Result | Effect |
|---|---|---|
| 1 | Shy and secretive | Keeps the cards close. Hates being the loudest voice. |
| 2 | Rebellious, antisocial, violent | The Edge is a lifestyle. Authority is a dare. |
| 3 | Arrogant, proud and aloof | They already know they are the best in the room. |
| 4 | Moody, rash and headstrong | Feels everything at volume. Acts before the sentence ends. |
| 5 | Picky, fussy and nervous | Checks the exits twice. The Agent is never on silent. |
| 6 | Stable and serious | The adult in the crew. Hates surprises, loves a plan. |
| 7 | Silly and fluff-headed | Laughs at the gun. Sometimes that works. |
| 8 | Sneaky and deceptive | Every smile is a negotiation. Every gift has a hook. |
| 9 | Intellectual and detached | Treats people like systems. Often correct. Rarely liked. |
| 10 | Friendly and outgoing | Knows the bartender, the cop, and the rival by first name. |
What do you value most?
Lifepath hook. Give the GM something to threaten.
| Roll | Result | Effect |
|---|---|---|
| 1 | Money | Eurobucks. The rest is decoration. |
| 2 | Honor | A word given is a word kept. Even to a corp. |
| 3 | Your word | Contracts, oaths, and the last thing you said in a bar. |
| 4 | Honesty | Lies itch. The truth is a weapon they actually use. |
| 5 | Knowledge | If they do not know it yet, they will by morning. |
| 6 | Vengeance | Someone is still walking. That is the problem. |
| 7 | Love | A person, a crew, a city. They will burn Night City for it. |
| 8 | Power | Not money — the ability to make the room change. |
| 9 | Family | Blood or chosen. Do not touch them. |
| 10 | Friendship | The crew is the only nation that matters. |