Clon01 GM ToolsCyberpunk Red

Cyberpunk Red tables

Lookup charts. Roll locally here; the session table has the same list under Roll on table….

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Critical Injury (Body)

Leftover wound on the body. Roll 2d6. Core p.187 — short table for the tray.

RollResultEffect
2Dismembered ArmArm is gone. Death Save. Drop whatever it held.
3Dismembered HandHand is gone. Death Save. Drop whatever it held.
4Collapsed Lung−2 MOVE (min 1). Death Save.
5Broken Ribs−2 to all Actions until treated.
6Broken ArmArm is useless until treated. Drop whatever it held.
7Foreign Object−2 to Actions until the object is removed (First Aid / Paramedic).
8Broken Leg−4 MOVE (min 1) until treated.
9Torn Muscle−2 to melee Attacks until treated.
10Spinal InjuryNext Move Action fails. Death Save.
11Crushed Fingers−2 to Actions using that hand until treated.
12Dismembered LegLeg is gone. Death Save. −6 MOVE (min 1).

Critical Injury (Head)

Headshot leftover. Roll 2d6. Core p.188 — short table for the tray.

RollResultEffect
2Lost EyeEye is gone. Death Save. −4 to ranged Attacks and Perception (sight) until replaced / treated.
3Brain Injury−2 to all Actions. Death Save.
4Damaged Eye−2 to ranged Attacks and Perception (sight) until treated.
5Concussion−2 to all Actions until treated.
6Broken Jaw−4 to all Actions involving speech until treated.
7Foreign Object−2 to Actions until removed.
8Whiplash−2 MOVE (min 1) until treated.
9Cracked Skull−2 to all Actions until treated. Death Save.
10Damaged EarDeaf in that ear. −2 Perception (hearing) until treated.
11Crushed WindpipeCannot speak. Death Save.
12Lost EarEar is gone. Death Save. −4 Perception (hearing) until replaced.

Worst Night in Night City

When the job goes sideways. One-roll complication.

RollResultEffect
1Trauma TeamSomeone nearby just hit their card. An AV-4 is 1d6 Rounds out, guns first.
2NCPD sweepA patrol drone and two officers take an interest. They want names.
3Rival crewAnother edgerunner team is on the same contract. They saw you first.
4Chrome glitchA piece of installed cyberware acts up for the rest of the scene (−2 to Actions that use it).
5Fixer calls it offThe client ghosts. Payment is now “finders keepers” and everyone knows.
6Black ICE leftoverA hostile program is still running on a nearby access point. It notices meat.
7CrowdCivilians, cameras, Agents. Anything loud is on the Data Pool in one Round.
8Ammo’s wetThe next reload is a dud. First shot after a reload automatically misses.
9Old enemySomeone from a Lifepath enemy shows up with friends and a reason.
10Quiet nightNothing extra. Enjoy it. It will not last.

Night Market find

What is on the tarp when the Fixer lifts the sheet.

RollResultEffect
1Kibble and regretsFood, batteries, a cracked Agent. 10eb if you are generous.
2Street pharmacy1d6 doses of something. Roll Streetwise to know if it is real.
3Light hardwareA Light Melee or Medium Pistol, Poor quality, serial numbers gone.
4Armorjack leftoverLight Armorjack body, SP already ablated to 9.
5Excellent sidearmHeavy Pistol, Excellent quality. Someone will come looking.
6ChipwareA skill chip (rank 3, one Skill). Burns out after the next job unless a Tech nurses it.
7Deck spareA 5-slot cyberdeck with one cracked program still loaded.
8Corp badgeA genuine mid-level ID. Lasts until the next shift change.
9Trauma cardOne-shot Trauma Team Gold, already paid. Expires at dawn.
10The real thingA 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.

RollResultEffect
1North AmericanEnglish, Chinese, Creole, or Spanish.
2South / Central AmericanSpanish, Portuguese, or English.
3Western EuropeanFrench, German, English, Italian, or Spanish.
4Eastern EuropeanRussian, Polish, Ukrainian, or English.
5Middle Eastern / North AfricanArabic, Turkish, Berber, English, or French.
6Sub-Saharan AfricanFrench, English, Arabic, Swahili, or Yoruba.
7South AsianHindi, English, Bengali, Tamil, or Punjabi.
8South East AsianChinese, English, Thai, Vietnamese, Tagalog, or Malay.
9East AsianChinese, Japanese, Korean, or English.
10Oceania / Pacific IslanderEnglish, Chinese, Maori, or Samoan.

Personality

Lifepath: how they present on The Street. Core p.46 style.

RollResultEffect
1Shy and secretiveKeeps the cards close. Hates being the loudest voice.
2Rebellious, antisocial, violentThe Edge is a lifestyle. Authority is a dare.
3Arrogant, proud and aloofThey already know they are the best in the room.
4Moody, rash and headstrongFeels everything at volume. Acts before the sentence ends.
5Picky, fussy and nervousChecks the exits twice. The Agent is never on silent.
6Stable and seriousThe adult in the crew. Hates surprises, loves a plan.
7Silly and fluff-headedLaughs at the gun. Sometimes that works.
8Sneaky and deceptiveEvery smile is a negotiation. Every gift has a hook.
9Intellectual and detachedTreats people like systems. Often correct. Rarely liked.
10Friendly and outgoingKnows the bartender, the cop, and the rival by first name.

What do you value most?

Lifepath hook. Give the GM something to threaten.

RollResultEffect
1MoneyEurobucks. The rest is decoration.
2HonorA word given is a word kept. Even to a corp.
3Your wordContracts, oaths, and the last thing you said in a bar.
4HonestyLies itch. The truth is a weapon they actually use.
5KnowledgeIf they do not know it yet, they will by morning.
6VengeanceSomeone is still walking. That is the problem.
7LoveA person, a crew, a city. They will burn Night City for it.
8PowerNot money — the ability to make the room change.
9FamilyBlood or chosen. Do not touch them.
10FriendshipThe crew is the only nation that matters.