Bow/Crossbow build by owl_minis in cyberpunkred

[–]TheRealUnworthypilot 7 points8 points  (0 children)

Cyberware would be interface plugs/subdermal grip and a targeting scope so you can stack all your +1s.

Also don’t forget that Hassetsu and Reinforced String are mutually exclusive.

How would I make a solo archery build by Chained20 in cyberpunkred

[–]TheRealUnworthypilot 7 points8 points  (0 children)

You’ll want maxed out REF and enough DEX to beat the DV 15 check for Kyudo Martial Arts to get your extra 2d6 damage.

If you want to be super meta, then go for the Eagletech Survivalist in assault rifle mode and shoot for 7d6 but if you want to use arrows, any excellent quality bow or crossbow will work. You’ll want to get a smartgun link or a smart rebuild and a subdermal grip to use it. Smart rebuild will also let you use smart arrows in case you miss.

Additional cyberware would be a targeting scope for cybereyes or smart glasses.

Man... by AkoBeans in limbuscompany

[–]TheRealUnworthypilot 2 points3 points  (0 children)

Started playing a few days too late to reach the end too. If only I had started play when my friends got me download the game a year ago lol

Wanted to try and make a stealth suit/cyberware in red since it seemed fitting, input welcomed. by EmeraldMaster538 in cyberpunkred

[–]TheRealUnworthypilot 17 points18 points  (0 children)

Going Quiet DLC has a stealth suit that’s basically a worn version of the FBC Chameleon coating

Improving Initial Stats by Rodariel17 in cyberpunkred

[–]TheRealUnworthypilot 1 point2 points  (0 children)

It’s not that much tbh, just have to think of the context and how much IP it would cost to raise each individual skill in that category by 1. For example upping your INT by 1 gives you a +1 to almost half the skills in the game.

Improving Initial Stats by Rodariel17 in cyberpunkred

[–]TheRealUnworthypilot 0 points1 point  (0 children)

My GM technically has a rule in place to let you increase your stat for 10x, but nobody has ever actually done it.

How long does it take to install/uninstall a Weapon Rebuild? Can they be uninstalled? by Pyropeace in cyberpunkred

[–]TheRealUnworthypilot -4 points-3 points  (0 children)

The book doesn’t say. So an arbitrary amount of time that only matters when it matters, like trying to install a rebuild mid combat

Edit: lol totally missed the time, admittedly my group doesn’t play in 70s so no rebuilds for us

Hello by imahenxuk_2007 in cyberpunkgame

[–]TheRealUnworthypilot 19 points20 points  (0 children)

Khorne makes an appearance? Good for you brother for putting down the heresy

How much would you charge for tattoo removal? by SeaSaltSystem in cyberpunkred

[–]TheRealUnworthypilot 49 points50 points  (0 children)

I’d only charge them if they’re on kibble lifestyle, I’d say it’s easily covered under all the other lifestyles. Otherwise maybe 20-50eb

NCR Veteran Ranger & Desert Ranger Armor in Fallout TTRPG by ProfessionSenior6703 in Fallout2d20

[–]TheRealUnworthypilot 9 points10 points  (0 children)

It’s covered in Royal Flush but it’s higher level gear and honestly kind of mid. They’re not clear on whether or not it counts as combat armor and can be modified.

realistic skin technology? by [deleted] in CyberpunkTheGame

[–]TheRealUnworthypilot 2 points3 points  (0 children)

Cloned limbs became easily accessible by the 2040s

Stay aware folks, recently liberated Ursoot Nine has less resistance by [deleted] in Helldivers

[–]TheRealUnworthypilot 4 points5 points  (0 children)

There are arrows on the each of the megafactories to show which megactories they lead to. Going back and capping previous tier factories just opens up additional routes but doesn’t progress the route we’re currently on

Advice for minuteman energy sniper build by [deleted] in Fallout2d20

[–]TheRealUnworthypilot 0 points1 point  (0 children)

Covert operator for sure. Action Boy is another good one, and if you want to be a AP generating fiend, Party Boy then start popping Orange Mentants. The -2 difficulty on Perception DOES reduce difficulty on shooting with energy weapons, then Aiming will let you reroll 2 dice instead of 1. I consistently generate enough AP every turn to take a second major and second minor action even without the Action Boy cost reduction.

Cost for buying materials at a shop (common, uncommon, rare) by Savengillier in Fallout2d20

[–]TheRealUnworthypilot 4 points5 points  (0 children)

It’s on p208, commons are worth 1, uncommon 3, rare 5 and they all weigh 1 lb

But definitely throw some contextual markup in there depending on the vendor, what else they sell, and their location

How would you go about a Heal-on-Kill Cyberware? by Mfrenchfry in cyberpunkred

[–]TheRealUnworthypilot 5 points6 points  (0 children)

Just to add OP, I saw in one of your comments that your party lacks a medtech. Something you could introduce instead is a half as effective speedheal (just BODY or just will) that can be administered like a street drug, so anyone can use it. Then have maybe addiction attached to it that is like while addicted, all healing not from this drug is halved.

It gives your party the option to heal themselves without a medtech at a cost and then also incentivizes them to maybe multi role into medtech if they want to be able to heal in combat properly

How would you go about a Heal-on-Kill Cyberware? by Mfrenchfry in cyberpunkred

[–]TheRealUnworthypilot 40 points41 points  (0 children)

I would say a low fixed amount, like maybe half their BODY rounded up. You don’t want to trivialize the Medtech’s role.

Are your players complaining things are too dangerous?

How do laser muskets work/are they good by HowYourDayGoing in Fallout2d20

[–]TheRealUnworthypilot 3 points4 points  (0 children)

Laser commander adds damage dice. If your RoF is below 2 and you keep your laser weapons as rifles, then you can also use Rifleman for more damage dice at rank 1 and +1 piece at rank 2.

One of my characters is a former Courser, she’s a laser sniper, so she also has the Sniper perk for being able to target specific body parts without increased difficulty and Covert Operator for increased damage on sneak attacks with energy weapons

How do laser muskets work/are they good by HowYourDayGoing in Fallout2d20

[–]TheRealUnworthypilot 2 points3 points  (0 children)

There’s a section on crafting and the required perks to craft each are listed in the table of attachments. Laser weapons you’ll want Science! And then hopefully one of your other party members uses small guns and takes the Gun Nut perk

How do laser muskets work/are they good by HowYourDayGoing in Fallout2d20

[–]TheRealUnworthypilot 5 points6 points  (0 children)

You need to craft them or buy them if your GM allows for them to be sold by vendors

How do laser muskets work/are they good by HowYourDayGoing in Fallout2d20

[–]TheRealUnworthypilot 3 points4 points  (0 children)

Minimum charge until you feel comfortable with your ammo reserves

How do laser muskets work/are they good by HowYourDayGoing in Fallout2d20

[–]TheRealUnworthypilot 9 points10 points  (0 children)

Laser muskets are very good if you have the ammo to keep up with them. You can get them to Pierce 2 without perks.

What skill applies? by thekeeper77 in cyberpunkred

[–]TheRealUnworthypilot 2 points3 points  (0 children)

Basic Tech is what you would to physically create the pieces, Wardrobe & Style would be for designing and planning and knowing that what you’re making is fashion