The Complimentary Skill Check rule in Cyberpunk RED is powerful! Don't sleep on it. Here's a five reasons why:

1. They allow you to retry failed Skill Checks, since it represents a "new way" of approaching a problem.

1/
2. A Complimentary Skill Check represents how being good at one thing impacts another. You might not roll Language (Italian) to bribe the Biotechnica door guard BUT Language (Italian) can be a great Complimentary Skill for your Bribery Check.

2/
3. Complimentary Skill Checks mean one Character can help another! When the Nomad's car breaks down, the Tech might be making the main Land Vehicle Tech Check but the Nomad can give a +1 bonus with their own Check!

3/
4. Complimentary Skill Checks make a lot of Skills incredibly useful. Most social interactions can benefit from a complimentary Wardrobe & Style or Personal Grooming Check and Business helps with that Tactics Check to figure out how Corp security might respond to your attack. 4/
5. Complimentary Skills provide flavor! They transform a Check from "I'm rolling Melee Weapons" to "I'm considering the best place to stab based on the armor my opponent wears so I'll roll Melee Weapons, complimented by Weaponstech." Flavor makes every RP better!

5/5

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More from @RTalsorianGames

19 Jun
Let's chat about the Satanic Panic and TTRPGs. Some of you are young enough you might not remember it.

The 1980s were an important time for tabletop gaming. TTRPGs were growing. D&D hit the mainstream with a cartoon, action figures, and novels. The hobby was, in a word, huge. 1/
The 80s were also a weird time for America. Many people grew concerned about the mortal state of the country. Crack cocaine use was up. People were dying from HIV/AIDS. MTV was showing Michael Jackson dance with zombies. Clearly, America's youth had lost their way. 2/
Trigger warnings from this point out. There will be some discussion of child abuse. 3/
Read 26 tweets
16 Jun
In Cyberpunk RED, everyone begins with at least 4 Levels in their native language and at least 2 Levels in Streetslang.

By 2020, dozens of languages spoken regularly in Night City. 1/
Common languages included (but weren't limited to) English, Spanish, Japanese, Mandarin Chinese, Russian, Italian, and Bantu Swahili.

As is the case in multilingual settings, a trade pidgin language developed. 2/
A pidgin is a grammatically simplified means of communication that develops between two or more groups that do not have a language in common: typically, its vocabulary and grammar are limited and often drawn from several languages. 3/
Read 10 tweets
26 Mar
When we first published the Cyberpunk RED Jumpstart Kit, the idea of a "scarcity economy" due problems with the global shipping infrastructure generated a lot of discussion. Some gamers had trouble wrapping their heads around the idea. 1/
Nearly two years later, we're seeing some of the economic ideas Mike laid out in Cyberpunk RED hitting us hard. While we're mostly past the "I can't find toilet paper stage", grocery stores in the United States till have a large number of "bald patches" on their shelves. 2/
Due to a combination of trade wars, Brexit, a pandemic, and a shipping container shortage we've seen the loading, shipping, and unloading of cargo (never an efficient system to begin with) slow to a crawl. 3/
Read 14 tweets
2 Jan
Keen-eyed readers of the Cyberpunk RED core rulebook might have noticed some differences between the Night City map in 2045 and the Night City map in 2077. Locations, and even entire districts, have seemingly moved! Is this due to a mistake? A reboot? A retcon? 1/
Nothing of the kind! Buckle up, chooms. We're gonna show a bit of the thought process in how the Night City of 2045 turned into the Night City of 2077. We'll start with establishing three facts about Night City. 2/
1. Night City was specifically designed to be a Corporate Utopia: a place where businesses could thrive and bring jobs to the masses so there would be low unemployment and no crime. Did it work? Sort of. Businesses DO thrive there. The rest? Not so much. 3/
Read 20 tweets
14 Dec 20
We noticed a recent post suggesting a list of topics missing from the Cyberpunk 2020/RED/2077 universe that should be included for a more modern take on the genre. And we thought it might be fun to address them point by point. So, warning, this'll be a thread. 1/
Also, we fully acknowledge there's a lot of different ways to approach the cyberpunk genre. No two stories, from Akira to Neuromancer to Deadpan Alley to VA11-HALL-A, will approach the genre in the same way. 2/
We also fully acknowledge our cyberpunk story has over 30 real world years of history to contend with. That gives us a great deal to draw on but does, absolutely, mean we can't just toss in-world history aside for convenience. 3/
Read 40 tweets
8 Nov 20
The vast majority of the cyberware listed in RED exists for gamification purposes. Skate feet make you move faster. Rippers are a weapon. Chyron displays project HUD onto your eyeball. And so forth.

That doesn't mean other cyberware doesn't exist.
Just that we, at the moment at least, aren't making specific rules about having it. For example, in RED, there are implants that inject your medication into your bloodstream following a certain schedule or upon detecting specific signals from your Biomonitor.
The idea is similar to an insulin pump only more advanced because science fiction. The rules for them aren't in the RED core rulebook but neither is a cost.

GMs, if a Player want to build this into their Character, we recommend the following rule:
Read 7 tweets

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