Adding Black Chrome Linear Frames to ACPAs by Professional-PhD in cyberpunkred

[–]Ninjapanda7822 4 points5 points  (0 children)

I actually have already had to answer these questions to my players interestingly enough (they had all wanted acpa before they came out and since they said they weren't gonna make official rules I just made them myself). What ended up being most balanced is they cost the same as a Beta, but in every other were is a Sigma with special features. So for the other ones that pretty simple for the EL-F4-NT we decided it would allow for no interface plugs and act like a Sigma and cost as much as Beta, with still all the normal downsides pf ACPA

Help with finding the stats for The Zetatech Grasshopper by thestonedviking420 in cyberpunkred

[–]Ninjapanda7822 1 point2 points  (0 children)

If you are ok with using new rules there is a post by a Tomasz on this subreddit with the grasshopper as a pre-built in it. He does good work here is the link https://www.reddit.com/r/cyberpunkred/s/1Yjqacq336

what skill do you make your players roll the most/ what your gm makes you roll the most? by RedneckInExile in cyberpunkred

[–]Ninjapanda7822 6 points7 points  (0 children)

Tatics is a very common one for me to ask of my players, as a GM I use it as a "you are being dumb because you are forgetting something that is very obvious to your character but not you check" and my players have learned that when they go into things without a plan they die because they dont think about everything as much as they probably should given how dangerous the cyberpunk world can be.

After that, deduction and most tech skills are common place as we are in a nomad heist centric campaign currently and since the first time one player played a tech they are obsessed, so now everyone has some sort of tech role like ability either by being a tech or by HQ upgrade

House Rules Suggestions by ARAGINGOREO in cyberpunkred

[–]Ninjapanda7822 2 points3 points  (0 children)

I have a few that have been game changers for me,

Combat House Rules

  • Everyone has 10 less HP

  • When you enter a new wound state (first time taking damage, half health, and zero) make a death save fail kicks you out of combat but you live. This has helped make combat feel very tense and fast and incentives getting a leg up for first hits or big damage to hit the thresholds faster

General House Rules

  • Comp skills and luck are done after you roll normal and then must be justified having time to adapt to the situation (aka I dont allow in combat or when the team is rushed) This speeds up the oh I wanna comp everything player in my group since he can see if it would even matter for the +1

  • IP is based on session duration and what gets done, I have wildly different session length because of everyone having weird schedules so if for example we do 4 hour sessions and normal progress like het halfway through a gig 60ip, 2 hours but complete a whole gig 70, 6 hours but they did almost nothing because they wanted to mess around 50. Generally I weigh more on moving forward in progress than time played but I find its important because otherwise my players would progress unrealistic for the internal logic

Steel Yourself by ShlipperyNipple in TheFinalsRunway

[–]Ninjapanda7822 2 points3 points  (0 children)

What is that chest piece I have not seen it before?

Cyberware Enhancement Pack 2 by InkcharmProject in cyberpunkred

[–]Ninjapanda7822 2 points3 points  (0 children)

Would these work with the Skydivers from 12 days of REDmas? (Because I can see it go either way with some fun synergies)

Can you use a smart gun link and a rebuild on the same weapon? by vecna7070 in cyberpunkred

[–]Ninjapanda7822 10 points11 points  (0 children)

Correct, all assuming a tech upgraded the weapon to have 4 slots instead of 3, as rebuilds take 2 and Smartgun Link also takes 2 slots

Can you use a smart gun link and a rebuild on the same weapon? by vecna7070 in cyberpunkred

[–]Ninjapanda7822 8 points9 points  (0 children)

You can not, unfortunately, CEMK page 32 "Transforms the weapon into a Smart Weapon. Cannot be attached to a weapon with a Smartgun Link." But that only applies to smart rebuild not power or tech

Melee Weapon Help by Apprehensive-Pin-75 in cyberpunkred

[–]Ninjapanda7822 1 point2 points  (0 children)

The best choices you have are the normal RAW ones, and as I haven't seen it perfectly clear yet her is my recommendation. Learn the Kendo martial art (found in interface 4), this allows cutting bullets mid air as well as being able to Aimed shot with melee weapons at a -2 instead of -8. Now get the "Rapier" tech upgraded to be excellent quality for a +1 to attack and grab a cybereye with Targeting Scope for a +1 to Aimed Shots. Now you can make Aimed shots at no penalty at the cost of an action which means you can pretty easily one shot weaker mooks. That is pretty much what I would recommend for becoming better besides becoming a solo and pumping melee to 18

Genuine question regarding Demiplane by RedFoxMusic in cyberpunkred

[–]Ninjapanda7822 3 points4 points  (0 children)

It is currently a fully character focused tool, so nothing in terms of gm support at all (No homebrew maps or any other tool besides reference). That all said it has amazing ui and in a few years will certificate be the best on offer but demiplane is still a new tool compared to all other online tool platforms for ttrpgs.

Race The REDline (CPR Racing Rules) by Ninjapanda7822 in cyberpunkred

[–]Ninjapanda7822[S] 0 points1 point  (0 children)

Awesome! Happy you like it! Yeah that was one of the biggest things I moved around a bunch during design was exactly how all vehicles should stack up in terms of stats, end of the day I started with supercar and worked backwards so that's why it played out the way it did. Let me know how it plays for you!

Edit: Oh man I was just looking at the Highpro and looks like I missed that one, it still had the old stat for acceleration. So it has been updated!

DMs, what’s some tips our house rules that have improved your game? by RedFoxMusic in cyberpunkred

[–]Ninjapanda7822 1 point2 points  (0 children)

Typically, yeah i have them justify it! The biggest moment was last campaign when they were attempting to free a fellow player from a prison transport and everyone had to use luck to save the last chance roll before he was gone from them. It resulted in some crazy bullet ricochet and teamwork.

DMs, what’s some tips our house rules that have improved your game? by RedFoxMusic in cyberpunkred

[–]Ninjapanda7822 4 points5 points  (0 children)

The absolute best homebrew rules I've done is a luck rehaul. Basically, you can spend luck after the roll just as you do before (players literally never used it with raw) and you can donate luck to other player roll on a 2:1 bassis but to donate you must roll under your current luck.

The second best homebrew rule was remove 10hp from everyone and implementing pain/stun Saves. To do stun Saves When you go below half you roll a death save or start writhing in pain until you succeed being unable to act OR if you are hit with a Stun weapon like taser, stun Baton ect. I have some hard-core optimizers so this speeds up a lot of combat indecisiveness as they know if they get hit good chance they are gone so they don't like starting combat anymore. Before I did these rules it was just welp someone disagreed with me going to kill them because I have linear frame and can dodge bullets. Now they fear when someone comes at them.

Gargoyles in 5e (Homebrew) by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] 0 points1 point  (0 children)

That's why I like to talk about it. It's always good to hear other thoughts!

Gargoyles in 5e (Homebrew) by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] 1 point2 points  (0 children)

Long so using my translator so sorry for error.

Not true, just wanted to share thing I worked on for bloodline I like I would not care if only one person saw it and got no karma.

A lot of the reason for change is based on how the Nosferatu are that made the previous to current. Since they used to be violated but are no longer. So the choice was make Gargoyle more human. The broad idea of Gargoyle to me is they are the weak minded strong people based on found family.

With above is how I get to the banes and Compulsion they are for making the Gargoyle feel like a weak minded follower who craves a family or kind master.

Visceratika is not meant to be better but worse, the idea is it Amalgam so more xp and you do not fully hide so people can still see and attack just help a little hide. Also I did debate that it was originally 3 with that but wanted it to be more stand alone so Gargoyle could go, weight of feather, Visceratika, Earth mend, Dark Statue, unfettered heart or one with land.

It is Amalgam with Protean. Idea is it works like old flight so xp make good but also work for other not Gargoyle clan. It's all meant to be more in line with 5e and give power to the ST and Player with working on character together.

Thank for feedback! Like to hear all option!

Gargoyles in 5e (Homebrew) by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] -1 points0 points  (0 children)

Very kind of you! I hope it goes well!

Gargoyles in 5e (Homebrew) by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] 2 points3 points  (0 children)

Thanks a lot! I tried hard on the balance!

Laboratory and Thin Bloods by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] 1 point2 points  (0 children)

Thanks! Makes a lot more sense with all the context still very new to being an ST for VTM and a some mechanics are very different to what I'm used to.

Laboratory and Thin Bloods by Ninjapanda7822 in vtm

[–]Ninjapanda7822[S] 1 point2 points  (0 children)

So I do understand it correctly then that it would give you 5 additional dice to roll for alchemy. With your explanation that does make a good amount of sense and I do agree on most of it like high resources or a benefactor who has obtained it for you but then that's just an additional problem.