The first of the rules of being cyberpunk is "Style over Substance". Obviously, what you wear plays a big part in that. Fashion forms one of the pillars of self-expression (or cultural assimilation) in society.
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There are 10 fashion types listed in the Cyberpunk RED core rulebook. There are more fashion styles out there, of course, but these form a baseline of what's commonly worn in Night City in 2045. If need be, you can easily reskin them.
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For example, Orbital Air (operating out of Kenya) is currently building an spaceport on Morro Rock. For the kids of the OA Execs, West African Pop might replace Asian Pop. Bright. Youthful. Energetic. Same prices despite the different flavors.
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Here's a quick look at each of the 10 styles.
Bag Lady Chic: The houseless would call this "what I have to wear to survive". Superior jerks call it "bag lady chic". This isn't artfully torn jeans and purposefully worn clothing. These are real rags.
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Why would an Edgerunner want bag lady chic clothes? Beyond low cost (if you don't care about style), they make for an excellent disguise. A houseless person on The Street hardly gets a second glance.
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Gang Colors: Most gangs in Night City have their own style. The clothes tend to be cheap & durable w/ specific patches, colors, or accessories. Wearing them can be dangerous. Gangs know their own. If you're wearing colors you haven't earned, you better be a damned good actor.
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Wear the wrong set of gang colors when passing through another gang's turf, and you might be asking for a beat down... depending on the relationship between the two gangs.
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Generic Chic: Off the rack, basic stuff. What the Screamsheets tell you is in. Easy to get, easy to wear, and easily tossed off. Need to be part of the faceless crowd? This is the clothing for the job.
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Bohemian: Every so often, the 1960s make a comeback. Flowing skirts. Oversized collars. Flower prints. Even in 2045, nothing says "artsy" like bohemain fashion. Even a touch of it, like big, round shades, can give you an eccentric vibe.
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Leisurewear: Tracksuits. Yoga pants. Workout clothes. Hoodies. Designed for comfort and for durability. Great for running in but also solid for showing off how you like style but also are super casual.
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Nomad Leathers: Not all of it actually leather or suede. Jeans also fit into this category. So do cowboy boots and combat boots. One part Mad Max, one part Old West. Nomad leathers are tough and durable.
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If you can't pull off the look, though, expect actual Nomads to laugh at you. And inside the city, don't expect the best treatment. Sure, Nomads might be the lifeblood of travel and transport but they're also still subject to a lot of stereotypes and derogatory remarks.
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Asia Pop: Bright, colorful, and the height of youth culture in Night City. Ironically, a lot of it is older American fashion seen through a distinctly Korean or Japanese lens.
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Needless to say, the older you are, the less people will take you seriously in Asia Pop. Do it wrong and you'll get a "how sad" from the grown-ups and "narc" from the kids.
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Urban Flash: Streetwear born from music videos, mixed with technology. Sneakers with lights. Coats with LCD screens. Gloves that glow neon. Urban Flash is great for showing off you're both modern and hip.
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Businesswear: Suit. Tie. Sure, the width of the collars have changed over the years but it isn't so far off from what they wore in 1845. Stuffy and boring if worn wrong. Sleek and powerful if worn right.
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High Fashion: Anyone can wear generic chic. Only the truly elite can wear designer clothing from exclusive boutiques featured in the most trendy fashion Screamsheets. That's High Fashion. Wear this and you WILL get noticed.
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In the wrong part of town? It'll get you noticed as a potential mark. In the right part of town? Pull it off and people will be kissing up to you just because of the name on the label.
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Ten styles to suit any situation, especially with a bit of reskinning.
But what about rules? Style over Substance, you say, but how does it play out in gameplay?
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We'd like to direct you to page 130. Specifically, the Modifying the Attempt section.
Pay attention to this one: "Don't have the right tools or parts -2".
When we say tools, chances are you're thinking of a wrench. Maybe a lockpick.
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But here's the trick. Clothing? Fashion? That's a tool.
If you try to pick a mechanical lock with a bit of wire, the GM might give you a -2 to the Check. You don't have the right tool for the job.
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Likewise, if you're trying to convince an Exec that you work for Rocklin Augmentics and you're wearing Gang Colors or Bohemian? The GM might give you a -2 to the Check.
You don't have the right tool for the job.
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We'll say it again. Fashion is a tool. It is the lockpick or wrench of social situations. Wearing the right outfit makes the job easier. Wearing the wrong outfit can make the job impossible.
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Which is why there's a Wardrobe and Style Skill. Wearing an outfit isn't just about putting the clothe on. It is about being comfortable in them. W&S, based on wearing the right clothing, makes a killer Comp Skill Check to Persuasion, Bribery, and Intimidation Checks.
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And that's how Fashion plays a part in the game. Wearing the right outfit can open doors. Wearing the wrong outfit means you're sneaking around to the back.
Always bring the right tool for the job.
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Addendum: Wardrobe and Style isn't just about social. Bag Lady Chic can help w/ Stealth if you're incognito on The Street. Meanwhile, GMs, if an Edgerunner is trying to hurtle a table while wearing restrictive High Fashion ask yourself, is that really the right tool for the job?
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Curious about how a TTRPG company tackles the process of creating a TTRPG book?
Let's do a thread!
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First, a caveat: Every company is different. Every product is different. The steps we're about to lay out are generally accurate but will change from company to company and even product to product within the same company.
That being said, let's dive in!
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It all begins w/ concepts. Ideas are tossed around. Proposals are made. Some never get past the initial "what about?" stage. Others get full breakdowns. Someone in charge makes the final call on which ideas will make it past the concept stage.
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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/
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.
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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.
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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!
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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/
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/
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/