Cyberpunk RED Items
- 1 General
- 2 Fashion
- 3 Armor
- 4 Melee Weapon
- 5 Ranged Weapon
- 6 Ammo
- 7 Weapon Attachments
- 7.1 Magazine
- 7.2 Weapon
- 7.3 Weapon Bonus
- 7.4 Applied Effect
- 7.5 Visible
- 8 Drugs
- 9 Cyberdecks
- 10 Programs/Hardware
- 11 Vehicle Upgrade
In the Cyberpunk RED ruleset for Fantasy Grounds, the Item record has many various types for all the different kinds of gear available per the Core Rulebook.
By default, new items start as the “General” type. (See below.)
All item types have the following fields:
Name: The name of the item, shown in the PC’s Gear List
Non-ID Name: If the GM marks the item as Unidentified with the ID button in the top-right, this name is displayed instead to PCs
Notes: A field of notes displayed to PCs if un-identified.
Gear Type: The item’s type. Click the label to change the type, if in edit mode, to one of the 11 different types.
Allow Type Edit: Allows the GM to disallow the player from changing an item type in their list.
Cost: The cost of an item, in eb. Automatically sets the label to the right for the Cost Category in parenthesis.
Description: The descriptive text from the Core Rulebook.
General
The “General” item type is the default used for all gear that either provides flavor, some other utility, or an actual mechanic “Equipped Effect.”
General items have the following additional field:
Equipped Effect: Applies the listed Effect to the Character Sheet or NPC when equipped. See “Effects” for more information.
Fashion
The “Fashion” item type is just like the “General” item type but used to specifically denote items that fall under the Fashion Category. This is relevant when using the Complete Package Method in the Character Wizard, as it lists all Fashion (and Fashionware) in one category, to be bought using the free 800eb worth of Fashion.
Fashion items have the following additional field:
Equipped Effect: Applies the listed Effect to the Character Sheet or NPC when equipped. See “Effects” for more information.
Armor
The “Armor” item type represents armor that can be equipped by Characters and NPCs.
Armor items have the following additional fields:
Location: Can be either “Head”, “Body”, or “Shield” and applies SP at the given location.
SP: The amount of SP provided at the given location, or the HP of the Shield, if Location is Shield.
Penalty: The Penalty to apply to REF, DEX, and MOVE, if applicable.
Equipped Effect: Applies the listed Effect to the Character Sheet or NPC when equipped. See “Effects” for more information.
Melee Weapon
The “Melee Weapon” item type represents a Melee Weapon that can be equipped by a Character or NPC, and adds the weapon to their weapons list. By default all Melee Weapons apply the HALFARMOR effect, which ignores Half SP of the target on hit.
Melee Weapon items have the following additional fields:
Weapon Skill: The Skill used to roll an attack with this weapon. Can be “Melee Weapon,” “Brawling,” or “Martial Arts.” If set to “Martial Arts” it defaults to your best Martial Arts skill.
Quality: The Weapon Quality. Default: Average. Can be Poor (applies the Weapon Malfunction effect if they roll a 1) or Excellent (always adds +1 to all attacks with the weapon.)
Penalty: The Penalty to apply to REF, DEX, and MOVE, if applicable.
Exotic: Yes or No. Default: No. Determines if the Weapon is an Exotic weapon denoting that the GM should follow the rules per the Core Rulebook, but otherwise has no mechanical effect in Fantasy Grounds.
Rate of Fire (ROF): How many attacks the weapon can make in a single round.
Hands Required: How many hands are required to use the weapon.
Can be Concealed?: Whether or not the PC or NPC can attempt a check to conceal this weapon.
Weapon Mods: Items of type “Weapon Attachment” can be applied to weapons in this table by clicking and dragging them. When an Item is unlocked, you can also create them in this table by clicking the green “add” button and opening the item link that shows up.
Weapon Attachments provide great flexibility in adding automation or Effects to items. See the “Weapon Attachments” section for more details.
Ranged Weapon
The “Ranged Weapon” item type represents a Ranged Weapon that can be equipped by a Character or NPC, and adds the weapon to their weapons list. They deal no special damage type by default, but this can be modified with Weapon Attachments.
Ranged Weapon items have the following additional fields:
Weapon Skill: The Skill used to roll an attack with this weapon. Can be “Archery,” “Autofire,” “Handgun,” “Heavy Weapons,” “Shoulder Arms,” “Pilot Sea Vehicle,” “Pilot Air Vehicle,” “Drive Land Vehicle”. The last three options were added to support future DLCs.
Quality: The Weapon Quality. Default: Average. Can be Poor (applies the Weapon Malfunction effect if they roll a 1) or Excellent (always adds +1 to all attacks with the weapon.)
Penalty: The Penalty to apply to REF, DEX, and MOVE, if applicable.
Exotic: Yes or No. Default: No. Determines if the Weapon is an Exotic weapon denoting that the GM should follow the rules per the Core Rulebook, but otherwise has no mechanical effect in Fantasy Grounds.
Rate of Fire (ROF): How many attacks the weapon can make in a single round.
Hands Required: How many hands are required to use the weapon.
Can be Concealed?: Whether or not the PC or NPC can attempt a check to conceal this weapon.
Autofire: Determines if the equipped weapon can fire with the Autofire method.
Multiplier Max: For Autofire Only, determines what the maximum multiplier is to damage depending on how much greater than the DV they hit the target by. If the DV was known (via targeting on the Map or using an Autofire DV dropdown button) this is multiplier is set automatically on the Character Sheet before they roll damage.
Autofire Damage: How much damage the weapon does with Autofire. Typically 2d6.
Arrows: Determines if this weapon fires Arrows.
Suppressive Fire: Determines if the equipped weapon can fire with the Suppressive Fire method.
Shotgun Shells: Determines if this weapon can fire “Shell” ammo types
Explosives: If checked, this weapon fires Explosives and gets the EXPLOSIVES effect when dealing damage.
Other: Free-form text for custom special features.
Weapon Mods: Items of type “Weapon Attachment” can be applied to weapons in this table by clicking and dragging them. When an Item is unlocked, you can also create them in this table by clicking the green “add” button and opening the item link that shows up.
Weapon Attachments provide great flexibility in adding automation or Effects to items. See the “Weapon Attachments” section for more details.
Single Shot DVs Based on Range: All the DVs for each range when using Single Shot. These are looked up automatically when firing with the weapon and the user and targeted token are both on the same map.
Autofire DVs Based on Range: All the DVs for each range when using Autofire. These are looked up automatically when firing with the weapon and the user and targeted token are both on the same map.
Ammo
The “Ammo” item type represents ammunition that, when equipped by an NPC or PC, can be selected for Ranged Weapons in their associated ammunition selection box.
Ammo items have the following additional fields:
Units Per: The amount of units that come with each purchase of this ammunition. Most ammunition comes in stacks of 10. When Ammo is dropped onto a Gear List, it automatically updates the count by the amount in “Units Per.”
Types Available: The types that this type of ammo can be found in, just for reference.
Shell: Determines if this ammo is fired using the Shotgun Shell rules (i.e. a DV 13 to hit for all targets within 6m/yds that aren’t dodging.)
Passive Effect: The Effects that apply when dealing damage with this Ammo (i.e. HALFARMOR, IGNOREARMOR etc.) See “Effects'' section for more information.
Applied Effect: If set, the Ammo has a Combat Tracker Effect that can be applied to targets and a “Apply Ammo Effect” button will be visible beneath the ammunition selection box on the Weapon when equipped. See “Effects” section for more information.
Duration: If there is an applied effect, this is the duration of the Effect. Either INF (infinite), RND (rounds), MIN (minutes, HR (hours), or DAY (days) and the amount in the box to the left.
Save Skill: Used for Ammo such as Poison and Biotoxin, this determines if the Ammo gives the target a chance to resist the Effect or Damage. If set, a “Request Save” button will be visible beneath the ammunition selection box on the Weapon when equipped that forces the target to roll the save with the given Skill.
Save DV: Relevant only if a Save Skill was entered, this is the DV the target must beat to resist the effects.
Damage: If this Ammo does a different amount of damage than the weapon it is fired from, the Damage value is set here. (Typically 3d6 for Shells). The new damage value is visibles beneath the ammunition selection box on the Weapon when equipped.
Weapon Attachments
The “Weapon Attachment” item type provides the flexibility to upgrade weapons with special effects and can be added to the “Weapon Mods” table of a weapon.
There are five types of Weapon Attachments which can be set by clicking the “Weapon Attachment” field.
Each Weapon Attachment also has a “Attachment Slots” field which represents the number of Attachment Slots that the attachment takes on a weapon. (Generally, only Non-Exotic Ranged Weapons have 3 Attachment Slots, and Exotic Weapons have none.)
Magazine
The Magazine attachment type updates the maximum number of ammunition a weapon can be loaded with and has the following value.
Magazine Size: The total amount of bullets that the weapon’s magazine can be loaded with after equipping this attachment.
Weapon
The Weapon attachment type indicates that the weapon has another functional weapon attached to it. This Attachment is created by creating a new Weapon Item and then linking it in the “Weapon” field. It has the following extra value.
Weapon: A link to the weapon that this attachment adds to the weapon it is connected to. When equipped, the NPC or PC will be able to roll attacks with this additional weapon as well.
Weapon Bonus
The Weapon Bonus attachment type gives a weapon a special Effect when dealing damage (or sometimes, when making attacks) with the given weapon. For more information on Effects see the “Effects” section.
Weapon Bonus: The Effects string that is applied to this weapon, either when dealing damage or making an attack. In the following example, this would apply the NOINJURE, IGNOREABLATE, and NONLETHAL Effects to the weapon’s damage.
Applied Effect
The Applied Effect attachment type gives a weapon the ability to Apply a Combat Tracker Effect to a target, as well as request Saves prior to doing so. It has the following fields.
Applied Effect: If set, the Ammo has a Combat Tracker Effect that can be applied to targets and a “Apply Effect” button will be visible in the entry for this attachment. See “Effects” section for more information.
Duration: If there is an applied effect, this is the duration of the Effect. Either INF (infinite), RND (rounds), MIN (minutes, HR (hours), or DAY (days) and the amount in the box to the left.
Save Skill: Determines if the Attachment gives the target a chance to resist the Effect. If set, a “Request Save” button will be visible in the entry for this attachment that forces the target to roll the save with the given Skill.
Save DV: Relevant only if a Save Skill was entered, this is the DV the target must beat to resist the effects.
Visible
The simplest of attachments. This is for attachments that have no mechanical change in Fantasy Grounds, but do something that the GM or PC may wish to narrate.
Drugs
Drugs are consumables that apply special effects when using them.
They have the following fields:
Primary Effect: Applies the given Effect to the Combat Tracker for the user. (See “Effects” section for more details.)
If SHIFT was held and the user had a target on the Combat Tracker, it applies the effect to that target.
HL: Humanity Loss. If this drug comes with any Humanity Loss, the user rolls for this when the effect is applied, and the result is deducted from their Current Humanity.
Secondary Effect: Applies the given Effect to the Character’s Character Sheet under the “Addictions” list. This implies that the Character is now addicted. (See “Effects” section for more details.)
If SHIFT was held and the user had a target on the Combat Tracker, it applies the Addiction to the target (on the Combat Tracker instead.)
DV / Roll Resist Button: The button here automates the user’s “Resist Drugs/Torture” roll VS. the given DV.
Cyberdecks
Cyberdecks are a special Item type for Netrunners. A Netrunner PC or NPC can equip a Cyberdeck by dragging the link for it to the Cyberdeck Link field on their Netrunner Panel (on the Actions tab.)
Cyberdecks allow Netrunner’s to execute Actions or Effects for Programs and activate Black ICE. They have the following fields:
Equipped Effect: Applies the listed Effect to the Character Sheet or NPC when equipped. See “Effects” for more information.
Equipped CT Effect: The Combat Tracker Effect that should be applied to the Character on the Combat Tracker when they equip this Cyberdeck. If this field is filled out, the Apply CT Effect button on their Netrunner Panel will apply this Effect to the Combat Tracker. (Used by future DLC).
Slots: The number of Slots available for Programs and Hardware.
Unused Slots: The number of slots left for Programs or Hardware
Programs/Hardware: A table of Programs and Hardware installed onto the Cyberdeck. When made editable, Items of type Programs/Hardware can be dropped onto this list.
ICE: A table of Black ICE installed onto the Cyberdeck. When made editable, Items or NPCs of type Black ICE can be dropped onto this list.
Programs/Hardware
Programs/Hardware are Items that represent installable Programs and Hardware to a Cyberdeck.
There are several subtypes of this particular item; they each have the following values.
Required Slots: The number of slots used in the Cyberdeck to install this Program or Hardware.
Type: The type of the Program or Hardware.
“Hardware” is a piece of Hardware that is not activated during a Netrun, but provides some other benefit to the Netrunner.
“Anti-Personnel Attacker” is a Program that can target and attack other Netrunners. These generally use Net Actions to make an action but do need to be “activated” as they “deactivate” once done.
“Anti-Program Attacker” is a Program that can target and attack other Programs, Demoms, or Black ICE. These generally use Net Actions to make an action but do need to be “activated” as they “deactivate” once done.
“Booster” is a Program that, when activated, provides some benefit for the Netrunner during a Netrun.
“Defender” is a Program that, when activated, allow the Netrunner some form of defense against other programs.
ATK: If this is a Program, this is their ATK statistic.
DEF: If this is a Program, this is their DEFstatistic.
Max REZ: If this is a Program, this is their Max REZ (i.e. hit points).
Effect: If this is a Program, this is an Effect that is applied by the Program on a successful Attack. (See “Effects” section for more information.)
Damage: If this is a Program, this is the damage they do to other Programs (if Anti-Program) or Netrunners (if Anti-Personnel).
Black ICE Damage: If this is a Program, this is the damage they do to Black ICE (if Anti-Program).
Vehicle Upgrade
The “Vehicle Upgrade” item type is specifically for adding upgrades to a Vehicle. Rather than having multiple subtypes, it has several fields.
Armor SP: The armor of SP for Armor that this upgrade provides to a Vehicle, if any.
Cover HP: The amount of HP in the form of Cover to the passengers that this upgrade provides to a Vehicle, if any.
Extra Seats: The amount of extra seats that this upgrade provides to a Vehicle, if any.
Additional SDP: The amount of extra SDP (i.e. hit points) that this upgrade provides to a Vehicle, if any.
Weapon: A link to a specific Weapon that this Upgrade provides, if any. Weapons are intended to be dropped into the Gear list of the passenger in the Vehicle that is currently controlling the weapon, so that they can make attacks with it.