Cyberpunk RED Effects

Effect strings are semicolon-delimited lines of text that when placed in certain input fields, apply advanced functionality to items, cyberware, and character/npc sheets.

Following is a breakdown of the individual effects that are currently available and their functionality. Effects are applied left to right when adding them to an effect input field. The specific order effects are applied relative to the order of items or cyberware is not necessarily consistent.

Effect

Details

Example

# to All Actions

 

  • Valid for: Combat Tracker

  • Applies the given bonus or penalty to all skill checks or attacks.

-2 to All Actions

ACTIONEFFECT(custom name, effect string, #duration durationContext, target)

  • Valid for: Cyberware, items

  • The “custom name” and “target” parameters are optional

  • Adds an action to the Moves table on the action tab that will apply the effect string (inside the parenthesis) for the numerical duration with the duration context modifier

  • Setting something in the “custom name” slot will replace the default display text with whatever is provided

  • Any skills modified in the effect section that are a subskill, should have the parenthesis () replaced with []. (see example)

  • Valid duration contexts: INF, RND, ROLL, MIN, HR, DAY

  • Adding the “target” parameter changes the targeting of the effect from self to target

ACTIONEFFECT(INIT: 3, 1 min)

ACTIONEFFECT(In Cryotank; EXTRAHEAL: *2;, inf, target)

ACTIONEFFECT(Put in Cryotank, In Cryotank; EXTRAHEAL: *2;, inf, target)

ACTIONEFFECT(SKILL: Science[Biology] 1, inf)

ACTIONSAVE(custom name, Skill, #dv, effect string, #duration durationContext)

  • Valid for: Cyberware, items

  • The “custom name” parameter is optional

  • Setting something in the “custom name” slot will replace the default display text with whatever is provided

  • Adds an action to the Moves table on the action tab that will request a save from a target and optionally give an option to apply the associated effect

  • The Skill and #dv are the only required aspects of the effect

  • Valid duration contexts: INF, RND, ROLL, MIN, HR, DAY

ACTIONSAVE(Resist Torture/Drugs, 13, Damaged Eye, 1 min)

ACTIONSAVE(Resist Torture/Drugs, 13)

ACTIONSAVE(Activate Flash, Resist Torture/Drugs, 13, Damaged Eye, 1 min)

AFRATING:#

  • Valid for: Weapon Attachments, Ammo, Moves

  • A damage type that alters the value of the Autofire Rating of the given weapon by the value (to a minimum of 3.)

AFRATING: -1

AIMEDATTACK: #

  • Valid for: Cyberware, items

  • Increases or decreases the modifier of aimed attack actions

AIMEDATTACK: 1

ARMOR(location, sp, #penalty)

  • Valid for: Cyberware, items

  • Adds an armor entry to the armor table, following all the rules of normal equipped armor

  • Only negative numbers are allowed for the penalty

  • If something with this effect is marked as inactive, then active again, any sp lost will not persist

ARMOR(Body, 11, 0)

ATTACK: # :>= #

  • Valid for: Combat Tracker

  • Applies the first # as a bonus to attacks, but only if the distance to the target is >= the second number. Used by Sniping Scope.

ATTACK: +1 :>= 51

ATTACK: # (melee|ranged)

 

  • Valid for: Combat Tracker

  • Apply the given bonus or penalty to a target's attacks. If melee or ranged is specified, it only applies to one of those.

ATTACK: 1 melee

ATK: #

  • Valid for: items(weapons/ammo), Combat Tracker

  • Any weapons with this effect will have the number added to the attack roll

ATK: 1

BODYFRAME: #

  • Valid for: Cyberware, items

  • Adds a small modifier that doesn’t affect health or death saves to the body input

  • When a skill or ability uses the body stat, the larger value between the body frame number and the base stat will be used (outside of the aforementioned)

BODYFRAME: 12

BONUSABLATE: #

  • Valid for: Weapon Attachments, Moves, Ammo

  • When damage gets through armor, the armor is ablated by an additional amount of the given value

BONUSABLATE: 1

COVER: name #

  • Valid for: Combat Tracker

  • Applies cover to the given target with the given name. Cover is decremented when damage is received on that target. This cover will block all damage. Damage will only carry over if the cover was destroyed by damage with the EXPLOSIVES effect.

COVER: thick concrete 25

 

COVER: NET #

  • Valid for: Combat Tracker

  • A special version of the COVER effect. If COVER is defined as a “NET” then the cover will not protect a user from ranged attacks. Melee attacks will only damage the cover, but ranged will damage the cover AND the character.

COVER: net 10

Critical Injury Name

  • Valid for: Combat Tracker

  • If the specified Critical Injury exists for a PC or NPC in the Combat Tracker, and that Critical Injury applies a penalty either to attacks, skill checks, or Death Saves, that penalty is automatically applied when the Character rolls the associated attack, skill check, or a death save.

Concussion; Lost Eye

CyberwareTableName: #

  • Valid for: Cyberware, items

  • The cyberware table that matches the text before the colon, without spaces, gains additional slots equal to the number after the colon

  • Positive or negative numbers are allowed

CyberaudioSuite: 3

DMG: #

 

  • Valid for: Combat Tracker

  • Applies the given bonus to all damage rolls.

DMG: 1

DMGDIE: #

  • Valid for: Weapons, Combat Tracker

  • Adds (or subtracts, minimum 1) damage dice when rolling damage with the weapon (or any weapon if on the CT.)

DMGDIE: 1

DODGE: enable|disable

  • Valid for: Items, Cyberware

  • Allows the user to Dodge ranged attacks even if REF <8. Or, if disabled, prevents them from dodging ranged attacks.

DODGE: enable

DSAVE: #

 

  • Valid for: Combat Tracker

  • Applies the given penalty to death saves. Critical injuries that have death save penalties are already accounted for by the ruleset.

DSAVE: 1

 

DSAVE: #

  • Valid for: Items, Addictions

  • Increases the Death Save penalty when Death Saves are rolled by the given value

DSAVE: 1

EXPANSIVE

 

  • Valid for: Weapons, Ammo

  • Applied by Expansive Ammo, this effect causes another critical injury to be rolled and applied if the "Foreign Object" injury is applied.

 

EXPLOSIVES

  • Valid for: Weapons, Ammo

  • Used for damage from explosive weapons and devices. Damage with this type will completely carry over to the target if they are behind cover or shields that it destroys.

 

 

 

 

EXTRAAMMO: string #

  • Valid for: Weapons

  • Increases or decreases the ammo usage by this amount. If string is empty assume standard, if string is autofire, assume autofire only. Used by Tsunami Arms Helix.

EXTRAAMMO: autofire 10

EXTRAHEAL: #

  • Valid for: Cyberware, Items, Combat Tracker

  • Modifies healing when resting

  • The # amount can optionally include the following symbols: +-/* (the default is addition)

  • The “amount” can optionally se set to use one of the STATs

  • This effect does not support order of operations when using multiple of this effect

EXTRAHEAL: *2

EXTRAHEAL: +BODY

FATIGUED

  • Valid for: Combat Tracker

  •  Deducts 2 from all skill checks or attacks. Generally used for tracking when a character goes too long without rest or tries to sleep too many people in one arre.

 

Flatlined

 

  • Valid for: Combat Tracker

  • Dead. Death saves are no longer automatically rolled, if enabled.

 

Grappled|Grappling

 

  • Valid for: Combat Tracker

  • Denotes that the target is Grappled or currently Grappling. Deducts 2 from all skill checks or attacks.

Grappled

HALF: Mortally|Seriously Wounded

  • Valid for: Combat Tracker

  • If on a Character on the CT, that Character will only take half the given penalty for being seriously or mortally wounded.

HALF: Mortally Wounded

HALFARMOR

  • Valid for: Weapons, Ammo, Moves

  • Ignores half armor rounded up. Applied automatically for melee weapons, and can be set on Moves (such as for Martial Arts.)

 

HEALARMOR: #

  • Valid for Cyberware (with ARMOR() effect), items (armor, or with ARMOR() effect)

  • If a number exists after the colon, the armor is repaired by that amount every time the character rests

  • If no number exists after the colon, the armor is fully repaired after the character rests

HEALARMOR; 

HEALARMOR: 2

HASSCOPE

  • Valid for: Weapon Attachments, Ammo, Moves

  • Allows the user to load and fire Smart Ammunition, even if they do not have Targeting Scope Cyberware equipped.

 

IFCOUNT(alias, <=>sign #num)

  • Valid for: Cyberware, items

  • This effect will stop or continue functionality depending on the sign provided (if any) and the number

  • Alias: the value to track with this function

  • Sign: valid symbols are >, =, < with a maximum of 2 symbols. = is the default if no symbols are provided

  • #num: the number that the alias count is being checked against

  • Only the effect strings after where this check is true will be executed

  • Handy for paired items and otherwise

IFCOUNT(techhairskin,== 2)

IFT:IGNOREABLATE

 

  • Valid for: Combat Tracker

  • NPCs or PCs with this Effects will never have their Armor ablated by an attack.

 

IFT: NETATK: #

  • Valid for: Combat Tracker (Netrunning)

  • If the Netrunning target has this effect (IFT), then the incoming attack is modified by this value

IFT: NETATK: -1

IFT: NETDMG: #

 

  • Valid for: Combat Tracker (Netrunning)

  • If targeted by Netrunning damage, the incoming damage is modified by this value.

IFT: NETDMG: 1

IGNORE: Critical Injury Damage

  • Valid for: Combat Tracker

  • If on a Character on the CT, that Character will not get the +5 damage due to Critical Injuries when a Critical Injury is automatically rolled during combat.

 

IGNORE: StateToIgnore

  • Valid for: Cyberware, items, Combat Tracker

  • Certain base functionalities can be ignored with this effect

  • Currently implemented: Mortally Wounded, Seriously Wounded, Head Damage Bonus

IGNORE: Seriously Wounded

IGNOREABLATE

  • Valid for: Weapons, Ammo, Moves

  • Armor is still accounted for, but the damage does not ablate the armor.

 

IGNOREARMOR: [<#]

  • Valid for: Weapons, Ammo, Moves

  • If no value given, ignores all armor, otherwise, ignores armor < the given number, (e.g. IGNOREARMOR: <11).

IGNOREARMOR: <11

INIT: #

  • Valid for: Cyberware, items

  • Increases or decreases the initiative roll modifier by the provided number value

  • Positive or negative numbers are valid

INIT: 1

JUNK

  • Valid for: Weapon Attachments, Ammo, Moves

  • A damage type that always does 1 less dice of damage (minimum 1) to targets that have 1 or more SP of armor. Roll damage as normal, the output will show the die in blue that was ignored due to being JUNK.

 

MAXHUM: #

  • Valid for: Cyberware, items

  • Increases or decreases the maximum humanity value depending on the provided number value.

  • Positive or negative numbers are valid

MAXHUM: -4

NETSTATICATK: #

 

 

 

  • Valid for: Combat Tracker (Netrunning)

  • Incoming Netrunning attack value gets set to the value if above and doesn't apply to incoming ATK if attacker is Black ICE

 

NETSTATICATK: 0

NETATK: #

  • Valid for: Combat Tracker (Netrunning)

  • Netrunning attack gets modified by #

NETATK: 1

NETSTATICDMG: #

  • Valid for: Combat Tracker (Netrunning)

  • Incoming Netrunning damage gets set to the value. Doesn't apply to incoming damage if the attacker is Black ICE.

NETSTATICDMG: 1

NETDMG: #

  • Valid for: Combat Tracker (Netrunning)

  • Netrunning damage done with this Effect gets modified by this value.

 

NETDMG: 1

No Penalties to Darkness

  • Valid for: Cyberware

  • Enables the token to see in areas of darkness on maps with Lighting enabled

 

 

NOCOVERDMG

  • Valid for: Weapon Attachments, Ammo, Moves

  • A damage type that does not damage cover at all.

 

NOINJURE

  • Valid for: Weapons, Ammo, Moves

  • Critical hits don't cause injury.

 

NONLETHAL: #

  • Valid for: Weapons, Ammo, Moves

  • For nonlethal damage. If the target's HP would go to 0, apply the "Unconscious" effect unless they had exactly the amount specified by the number when hit. If the number is not specified, they never go to 0 HP.

NONLETHAL

or

 

NONLETHA:1

ONFIRE: string

  • Valid for: Combat Tracker

  • Should be "mild", "strong", or "deadly," and does 2, 4, or 6 damage to the target each round at the end of their turn.

ONFIRE: mild

ROLEABILITY: SubAbility #mod

  • Valid for: Cyberware, items

  • The role ability that matches the text before the colon will have the mod applied to the sub ability of the role

  • Currently only INTERFACE and MEDICINE are implemented

  • This will be expanded as more official modifications come out

INTERFACE: Eye-Dee 2;

MEDICINE: Medical Tech 2

SKILL: Skill Name #Mod

  • Valid for: Cyberware, items, Combat Tracker

  • Increases or decreases the skill with the Skill Name by the Mod number

  • Positive or negative numbers are valid

  • Modifying this value adds a plus or minus respectively to the skill on the character sheet that can be double clicked to show the breakdown of all things that are affecting the skill

  • Subskill groups are also valid skill names

SKILL: Conceal/Reveal Object 2

SKILLLVL: Skill Name #Mod

  • Valid for: Cyberware, items

  • If the skill level is less than the provided mod value, the skill level is set to the level

  • Modifying this value adds a plus or minus respectively to the skill on the character sheet that can be double clicked to show the breakdown of all things that are affecting the skill. This modification will show *Modified if the skill level is not 0, the difference between the base skill level and the number (if the base number is not greater).

SKILLLVL: Conceal/Reveal Object 3

SMARTAMMO

  • Valid for: Weapons, Ammo

  • Used by Smart Ammo. Requires the User to have a Targeting Scope, or the roll is not performed.

  • If the user misses an attack's DV by 4 or less, then the "SMARTAMMO:MISS" Combat Tracker effect is applied. This CT effect sets their next attack with Smart Ammo to a flat 10 bonus, regardless of their usual skill base, then removes the effect.

 

SMARTAMMO:MISS

  • Valid for: Combat Tracker

  • Sets their next attack with Smart Ammo to a flat 10 bonus, regardless of their usual skill base, then removes the effect. Luck can still be applied.

 

SMARTLINK

  • Valid for: Cyberware, items

  • If this effect exists on a non-weapon, a weapon with this effect will execute the effects after this effect every time the weapon is used

SMARTLINK

Stabilized

 

  • Valid for: Combat Tracker

  • Allows the target to heal normally when using the Rest Party feature or Rest PC feature. This can be disabled in the options to always allow healing even if the effect is not applied.

 

STATBOUND(STAT, #bonus, BOUND, #limit)

  • Valid for: Cyberware, items

  • This effect increases/decreases the STAT by the #bonus based on the BOUND #limit

  • Valid BOUNDS: MIN, MAX

STATBOUND(BODY, 2, MAX, 10)

STATNAME: #

  • Valid for: Cyberware, items, Combat Tracker

  • The stat that matches the text before the colon has its value modified by the number after the colon

  • Positive or negative numbers are allowed

INT: 2

STATICSTAT: STAT #

  • Valid for: Cyberware, items

  • This effect sets the STAT to the provided #value

  • Between this number and any base value with modifications, the larger value will be used for relevant abilities

STATICSTAT: BODY 12

STATNAME: [xdy suffix]

 

 

  • Valid for: Combat Tracker

  • When applied using a button in the UI, this applies the given STAT effects (such as INT: -2) after rolling the given dice string (such as 1d6). If a suffix is provided (such as a) it keeps that value only for those matching that suffix. Otherwise, it rolls each time. (See the example to the right.) This is the effect used by Nervescrub.

INT: -[1d6]or

INT: [-1d6a]; REF: [-1d6a]; DEX: [-1d6a]

Unconscious

  • Valid for: Combat Tracker

  • No mechanical effect. Applied automatically by nonlethal strikes that don't outright kill the target but bring them to 1 HP.

 

UNSTACKABLE: alias

  • Valid for: Cyberware, items

  • Only executes the effects after this effect the first time the alias is encountered

UNSTACKABLE: TargetingScope

VEHIGNOREAMOR

  • Valid for: Weapon Attachments, Ammo, Moves

  • A damage type that ignores armor only on Vehicles.

 

VEHWEAKPOINT

  • Valid for: Weapon Attachments, Ammo, Moves

  • A damage type that always does *2 damage to Vehicles (after armor) as if the user had “Head” as the targeted location

 

INTERFACE: Ability #

  • Valid for: Combat Tracker

  • If on a Character on the CT, that Character will roll the given Netrunner Interface ability with the given bonus or penalty.

INTERFACE: Speed INTERFACE: Slide 2

MAKER: Ability #

  • Valid for: Cyberware, Items, Combat Tracker

  • Applies a flat bonus or penalty to the associated MAKER ability roll.

  • This effect also supports “all” which applies the associated bonus to all the ability rolls.

MAKER: all 1

MAKER: Upgrade Expertise 1

MEDICINE: Ability #

  • Valid for: Cyberware, Items, Combat Tracker

  • Applies a flat bonus or penalty to the associated MEDICINE ability roll.

MEDICINE: Surgery 1

MEDICINE: Medical Tech 1