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CpRED DataScreen

The document provides gameplay mechanics for a roleplaying game or simulation. It includes tables for skill checks, difficulty values, initiative, ranged combat resolution, movement actions, and job pay scales.

Uploaded by

Erick Sebrian
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (2 votes)
942 views6 pages

CpRED DataScreen

The document provides gameplay mechanics for a roleplaying game or simulation. It includes tables for skill checks, difficulty values, initiative, ranged combat resolution, movement actions, and job pay scales.

Uploaded by

Erick Sebrian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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data screen

skip the flip • four panels of essential data


▶ skill Resolution ▶ Actions
Attacker’s STAT + Skill + 1d10 vs.
Action Data
Defender’s STAT + Skill + 1d10 or
Move Action Move up to MOVE x 2 m/yd.
Task Difficulty Value (DV) Attack Make a Melee or Ranged Attack.
Choke Choke a Grabbed oppponent.
▶ Difficulty VAlues (DV)
Equip/Drop Shield Equip or drop a Shield.
Difficulty Description DV Get into a Vehicle Get into a Vehicle.
Get Up Get up after being Prone.
Simple This is something most people can do without thinking. 9
Grab and hold an opponent or take away
Everyday Most people can do without special training. 13 Grab
an object they are holding.
Difficult Difficult to accomplish without training or talent. 15
Hold Action Hold Action until later in the Round.
Professional This feat takes professional level training. 17
Equip someone you Grabbed as a Human
Human Shield
Heroic Generally requires high level training. 21 Shield.
Incredible Only the very best can accomplish it. 24 Reload Reload a weapon with one ammo type.
Legendary This is something people write stories about. 29 Run Take an additional Move Action.
Start a Vehicle. Replace your MOVE w/
▶ MoDifieR exAMples Start a Vehicle Vehicle’s MOVE and jump to the top of the
▶ Critical Success ◀ Initiative Queue.
Condition Mod Stabilize a target to begin the natural
If you roll a 10 on a 1d10
for a Check, roll again Stabilize healing process or end the Mortally
Poor lighting conditions -1 Wounded Wound State.
and add the 2nd roll to
the 1st. Do not roll again Never done this before -1 Throw Throw Grabbed enemy or throw object.
if you roll another 10.
Complex task -2 Use NET Actions Perform NET Actions inside the NET.
▶ Critical Failure ◀ Missing right tools/parts -2 Manipulate an object. Drawing an easily
If you roll a 1 on a 1d10 Slept uncomfortable accessible weapon into a free hand or
for a Check, roll again -2 Use an Object
previous night dropping a held weapon (not a shield) onto
and subtract the 2nd roll the floor does not require this Action.
from your STAT + Skill + Under extreme stress -2
1st roll . Do not roll again Use one of your Skills to accomplish a
Exhausted -4
if you roll another 1. Use a Skill quick task. A longer task might require
Extremely drunk or multiple Actions and Rounds.
▶ Trying Again ◀ -4
sedated
Vehicle Maneuver Make a difficult vehicular Maneuver.
If you fail a Check, you Trying to perform task
-4
can’t try again unless your secretly
chances of success have ▶ fAceDowns
improved for some reason. Task obscured by smoke,
-4 COOL + Reputation* + 1d10
darkness
▶ Complimentary Skills ◀
vs. COOL + Reputation* + 1d10
With GM approval, a ▶ costs
Character can make a *Treat Reputation as a negative number
single complimentary Skill Category Cost if defining Event is for cowardice.
Check to give a +1 bonus
to the main Skill Check. Cheap 10eb The loser must either back down or take -2 to all Actions
vs. the winner until they have defeated them once.
▶ Taking Extra Time ◀ Everyday 20eb

Get a single +1 bonus to


Costly 50eb ▶ Jobs (pAyMent is peR peRson)
a Skill Check by spending Premium 100eb
4x the required time on it. Job Type Pay
Expensive 500eb
▶ Using LUCK ◀ Very Expensive 1,000eb Easy Job (no armed resistance expected) 500eb
Each point of LUCK spent Luxury 5,000eb Typical Job (armed resistance expected) 1,000eb
gives +1 to a Skill Check.
Super Luxury ≥ 10,000eb Dangerous Job (overwhelming armed resistance expected) 2,000eb
▶ initiAtiVe ▶ RAngeD coMbAt Resolution
At start of combat: Attacker’s REF + Relevant Weapon Skill + 1d10
REF + 1d10 vs. DV Determined by Range & Weapon
▶ On Your Turn ◀ or Defender’s DEX + Evasion Skill + 1d10*
Your Turn = 1 Move *A Defender with a REF 8+ can choose to attempt to dodge a Ranged Attack using the Evasion Skill.
Action + 1 other Action

▶ single shot DVs bAseD on RAnge (in M/yDs)


▶ MoVe Actions
Weapon Type 0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
Move a number of
m/yds equal to MOVE Pistol 13 15 20 25 30 30 N/A N/A
x 2, or a number of SMG 15 13 15 20 25 25 30 N/A
squares (if playing on
a grid) equal to MOVE, Shotgun (Slug) 13 15 20 25 30 35 N/A N/A
which can include Assault Rifle 17 16 15 13 15 20 25 30
moving diagonally.
Sniper Rifle 30 25 25 20 15 16 17 20
▶ Prone ◀
Bows & Crossbow 15 13 15 17 20 22 N/A N/A
If Prone, you can’t use Grenade Launcher 16 15 15 17 20 22 25 N/A
your Move Action until
you use the Get Up Rocket Launcher 17 16 15 15 20 20 25 30
Action. You can still
perform other Actions. ▶ fiRe MoDes ▶ AiMeD shots
▶ Split Movement ◀ ▶ Suppressive Fire ◀ 1 ROF. -8 to the Check.
When using your Costs 1 Action and 10 Bullets. Everyone within 25 m/yds out Can aim Melee and Ranged
Move Action, you can Attacks (but not Autofire
of cover and in line of sight must roll WILL + Concentration + or area effects). On a hit,
take any Action in the 1d10 vs. your REF + Autofire + 1d10. Anyone who fails must deal damage + effect.
middle of it and keep do anything they can to reach cover during their next Turn.
moving afterwards.
▶ Autofire ◀
▶ Misc. Movement ◀ Aiming
Effect
Costs 1 Action and 10 Bullets. Cannot make Aimed for...
Swimming, Climbing, Shots. Targets with REF 8+ can try to dodge using
and Jumping (with a Evasion Skill. Uses Autofire Skill and the table below. Multiply damage that
running start) all cost 2 Head
penetrates head armor x2.
m/yds of movement for Damage = 2d6 x amount Check beat the DV by
every m/yd traveled (up to a maximum denoted by weapon’s Autofire). If damage penetrates armor,
Held
or 2 squares for every target drops held item of
Item
1 square (on a grid). your choice to the ground.
When jumping from ▶ AutofiRe DVs bAseD on RAnge (in M/yDs)
If damage penetrates
standing you can
clear half the distance Weapon Type 0-6 7-12 13-25 26-50 51-100 armor, target suffers
that you could with Leg the Broken Leg Critical
a running start. SMGs (Autofire 3) 20 17 20 25 30 Injury (if leg isn’t already
broken).
Assault Rifle (Autofire 4) 22 20 17 20 25

▶ weApon DAMAge AnD RAte of fiRe by type (Melee weApon DAMAge ignoRes 1/2 sp)
Weapon Type DMG ROF Weapon Type DMG ROF Weapon Type DMG ROF
Medium Pistol 2d6 2 Shotgun (Slug) 5d6 1 Rocket Launcher 8d6 1
Heavy Pistol 3d6 2 Assault Rifle 5d6 1 Light Melee 1d6 2
Very Heavy Pistol 4d6 1 Sniper Rifle 5d6 1 Medium Melee 2d6 2
SMG 2d6 1 Bows & Crossbows 4d6 1 Heavy Melee 3d6 2
Heavy SMG 3d6 1 Grenade Launcher 6d6 1 Very Heavy Melee 4d6 1
▶ Melee coMbAt Resolution
Attacker’s DEX + Relevant Melee Attack Skill + 1d10 vs. Defender’s DEX + Evasion Skill + 1d10
Damage from Melee Weapon and Martial Arts Attacks ignore 1/2 armor SP. Damage from Brawling Attacks does not ignore 1/2 armor SP.

▶ bRAwling ▶ MARtiAl ARts


Brawling uses the Brawling Skill to attack and is 2 ROF. Requires Martial Arts Skill.
Martial Arts Attacks are made at 2 ROF.
Damage based on BODY.
Cyberarm always does at least 2d6. Martial arts uses the Martial Arts Skill to make Martial
Arts Attacks and perform Martial Arts Special Moves.
Brawling is also the Skill used for initiating
and defending against a Grapple. Martial Arts Attacks ignore 1/2 armor SP.

BODY ≤4 5-6 7-10 ≥ 11

Brawling and Martial Arts Damage 1d6 2d6 3d6 4d6

▶ Grab ◀
▶ ARMoR
Final Damage = Damage Roll - Armor SP
As an Action: Grab and hold someone, take an Melee Weapon and Martial Arts Attacks ignore 1/2 SP
object they’re holding, or escape a Grapple.
If damage penetrates the armor lower armor’s SP by 1.
DEX + Brawling + 1d10 vs.
DEX + Brawling + 1d10
Penalty to REF,
Anyone in a Grapple takes a -2 to all Actions. Defender Armor Type SP
DEX & MOVE
cannot use Move Action and is dragged with Attacker
when they Move. Attacker can end Grapple at any time. Leathers 4 None
▶ Choke ◀ Kevlar® 7 None
Light Armorjack 11 None
Attacker in Grapple can use an Action to Choke.
No Check required. Automatically does BODY STAT Bodyweight Suit 11 None
in damage directly to target’s Hit Points. A target
Medium Armorjack 12 -2
Choked for 3 successive Rounds goes Unconscious.
Heavy Armorjack 13 -2
▶ Throw Object ◀
Flak 15 -4
Throw an object up to 25 m/yds. Metalgear® 18 -4
DEX + Athletics + 1d10 vs. DV
(based on Grenade Launcher on Ranged DV Table). ▶ coVeR
Anyone with REF 8 or higher can try to You are considered to be in cover if you are fully
dodge using the Evasion Skill. Thrown Melee behind something that could stop a bullet. If it
Weapons do not ignore 1/2 armor SP. cannot stop a bullet, it is not cover. If they have
line of sight on you, you aren’t in cover.

▶ explosiVes Type of Cover Thick HP Thin HP


Target a specific 2m/yd square, not a specific
target. All targets not behind cover within a 10m/ Steel 50 HP 25 HP
yd squared area around target take damage. Stone 40 HP 20 HP
Roll damage once, not per target. If the cover Bulletproof Glass 30 HP 15 HP
is destroyed by the explosion, any target
behind the cover takes full damage. Concrete 25 HP 10 HP
Targets w/ REF 8 or higher can choose Wood 20 HP 5 HP
to dodge using Evasion. Plaster/Foam/Plastic 15 HP 0 HP (Not Cover)
▶ wounD stAtes (stAbilize using fiRst AiD oR pARAMeDic skill)
Wound State Wound Effect Wound State Wound Effect

Lightly Wounded None -4 to all Actions •-6 to MOVE (Minimum 1)


Less than Full HP Stabilization DV10 Mortally
Wounded Must make a Death Save at start of each one of their Turns.
Seriously Wounded -2 to all Actions Less than 1 HP
Less than 1/2 HP (round up) Stabilization DV13 DV15 to heal back to 1 HP, and Unconscious for 1 minute.

▶ boDy cRiticAl inJuRies (scoReD if 2+ Dice coMe up 6s DuRing A DAMAge Roll)


2d6 Injury Injury Effect (Bonus Damage for all Injuries is 5) Quick Fix Treatment

2 Dismembered Arm Items held in hand are dropped. Base Death Save Penalty +1. N/A Surgery DV17
3 Dismembered Hand Items held in hand are dropped. Base Death Save Penalty +1. N/A Surgery DV17
4 Collapsed Lung -2 to MOVE (min. 1). Base Death Save Penalty +1. Paramedic DV15 Surgery DV15
At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this Paramedic DV15 or
5 Broken Ribs Paramedic DV13
Critical Injury’s Bonus Damage directly to your Hit Points. Surgery DV13
Paramedic DV15 or
6 Broken Arm Broken Arm cannot be used. Drop any items in that arm’s hand immediately. Paramedic DV13
Surgery DV13
At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this
7 Foreign Object First Aid or Paramedic DV13 Quick Fix removes
Critical Injury’s Bonus Damage directly to your Hit Points.
Paramedic DV15 or
8 Broken Leg -4 to MOVE (min. 1). Paramedic DV13
Surgery DV13
9 Torn Muscle -2 to Melee Attacks. First Aid or Paramedic DV13 Quick Fix removes
10 Spinal Injury Next Turn, you can’t take any Action but a Move Action. Base Death Save Penalty +1. Paramedic DV15 Surgery DV15
11 Crushed Fingers -4 to all Actions involving that hand. Paramedic DV13 Surgery DV15
12 Dismembered Leg -6 to MOVE (min. 1). You cannot dodge attacks. Base Death Save Penalty +1. N/A Surgery DV17

▶ heAD cRiticAl inJuRies (2+ Dice coMe up 6s DuRing A DAMAge Roll foR An AiMeD shot to the heAD)
2d6 Injury Injury Effect (Bonus Damage for all Injuries is 5) Quick Fix Treatment

2 Lost Eye -4 to Ranged Attacks & Perception Checks involving vision. Base Death Save Penalty +1. N/A Surgery DV17
3 Brain Injury -2 to all Actions. Base Death Save Penalty +1. N/A Surgery DV17
4 Damaged Eye -2 to Ranged Attacks & Perception Checks involving vision. Paramedic DV15 Surgery DV13
First Aid or
5 Concussion -2 to all Actions Quick Fix removes
Paramedic DV13
Paramedic or
6 Broken Jaw -4 to all Actions involving speech Paramedic DV13
Surgery DV13
At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this First Aid or
7 Foreign Object Quick Fix removes
Critical Injury's Bonus Damage directly to your Hit Points. Paramedic DV13
Paramedic or
8 Whiplash Base Death Save Penalty +1. Paramedic DV13
Surgery DV13
Paramedic or
9 Cracked Skull Damage for Aimed Shots to the head increases to x3. Base Death Save Penalty +1. Paramedic DV15
Surgery DV15
Whenever you move further than 4m/yds on foot in a Turn, you cannot take a Move Action
10 Damaged Ear Paramedic DV13 Surgery DV13
on your next Turn. -2 to Perception Checks involving hearing.
11 Crushed Windpipe You cannot speak. Base Death Save Penalty +1. N/A Surgery DV15
Whenever you move further than 4m/yds on foot in a Turn, you cannot take a Move Action on
12 Lost Ear N/A Surgery DV17
your next Turn. -4 to Perception Checks involving hearing. Base Death Save Penalty +1.
data screen
When your Crew’s getting down to the Meat and the Metal
and waiting on your call, you don’t have time to dig through
stacks of hardcopy or rely on CTRL + F to find the info you
need.

That’s why you need to interface with the Cyberpunk RED


Data Screen. All the information you need to run the game
faster and smarter plus four panels of gorgeous art to shield
your notes from prying cybereyes.

•••

Writing and Design by Mike Pondsmith, James Hutt, and


Cody Pondsmith
Business Management by Lisa Pondsmith
Project Management by Cody Pondsmith, Mike
Pondsmith, and Aron Tarbuck
Art Direction by Jaye Kovach
Illustration by Anselm Zielonka
Layout and Page Design by J Gray

Copyright © 2021 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt


Red S.A. All rights reserved under the Universal Copyrights Convention. All situations, governments,
and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly
coincidental.

CR3011
To learn more, please visit
rtalsoriangames.com

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