u/Infernox-Ratchet

Every High Role Rank NPC in Night City 2045

Greetings chooms, Armored Lizard here. So, while I was reading Night City 2045, I was surprised by the amount of NPCs with high role ranks so I had a challenge: how many high roles exist?

So, in my definition of high role character, I think of these:

  1. At least 1 role ability is Rank 6, preferably Rank 7

  2. The character has at least 8 total ranks in at least 2 abilities. Meaning two abilities at rank 4 would be a “high rank”.

#The Book ##NC Facts

  • The Judge: Netrunner 10, AI that oversees all civil and criminal cases in NC

##The Island ###Little Europe

  • Ziggy “Front” Page: Media 7, frequent star contributor to Night City Today News
  • Amanda Polishchuk: Solo 6, City Manager of Little Europe
  • Kate Mulvaney: Solo 6, veteran of the 4th Corporate War
  • Father Kevin: Solo 7, head priest of the Holy Angels Church
  • Leonardo Calvano: Rockerboy 7, superstar chef
  • Brain: Tech 6/Netrunner 2, co-owner of the Short Circuit and husband of 3-Piece
  • 3-Piece: Fixer 5/Media 2: co-owner of the Short Circuit
  • Dillon Murphy: Solo 6, local trouble shooter
  • Jack Sawyer: Tech 6, weaponsmith at Faisal
  • Kenshiro Saeba: Lawman 6/Solo 6, private investigator
  • Michiko Sanderson: Exec 10, CEO of Danger Gal

###Upper Marina

  • Rogue Amendiares: Solo 7/Fixer 7, owner of the Afterlife
  • Cosino Toga: Rockerboy 6, head chef of Bless Your Heart
  • Marion Robinson: Fixer 6, owner of Bright Forest
  • Danny D Palma: Nomad 6, owner of WaveMo Water Taxi
  • Shivani Carson: Solo 6, pitcher of the Night City Slammers
  • Louis "Kappa" Ochs: Solo 7, member of the Night City Death Dealers
  • Kaku "Anansi" Obeng: Solo 6, Night City Nuke captain
  • Kidd: Rockerboy 6, Pro Bloodsports fighter
  • Lola Lola: Rockerboy 4/Fixer 4, famous artist in Upper Marina
  • Ricardo Ashtani: Fixer 3/Exec 5, property broker and speculator
  • UR: Exec 10/Rockerboy 7, CEO of Ziggurat
  • Warlock: Solo 6, Leader of Maelstrom

###Downtown

  • Leon Vetti: Solo 4/Media 4
  • Emilia Ortega: Exec 6, City Manager of Downtown
  • Jack Skorkowsky: Solo 4/Fixer 5, Real Estate Shark
  • Cassandra Vey: Fixer 6, owner of The Eldritch Mirage
  • Madame Folio: Media 6, owner of the Folio
  • Hercule Moleharty: Fixer 7, member of the Chamber of Commerce
  • Rael Sanschez: Medtech 6, The Chamber's ripperdoc
  • BlueRaven: Tech 6
  • Lotos: Netrunner 5/Tech 7, fashion designer
  • Helene Riese: Solo 6, Commander of Whitewater
  • Mister Kernaghan: Fixer 9, powerful Fixer

###Hot Zone

  • Bengal Khan: Solo 6, Leader of the Lightning Cats
  • Hamilton "Guzz" Parker: Fixer 4/Nomad 4, member of the Folk nation

###Little China

  • David Ling Po: Fixer 8, leader of the LCRA
  • Auntie Hung: Solo 6, local slumlord
  • Thomasin Blake: Exec 9, CEO of Hydrosubsidium

###University District

  • Dr. Edward Michaels: Exec 4/Fixer 6/Tech 4, Dean of NCU
  • Alice Bloom: Netrunner 5/Tech 7, one of the original creators of the Old Net
  • Adorable: Solo 6, ex-student of NCU
  • The Master: Rockerboy 6/Tech 2, A leader in the Philharmonic Vampyres
  • Rip Jackson: Nomad 6, professor at NCU

###The Glen

  • John Good: Netrunner 10, AI with EuroBank
  • DJ Nova: Rockerboy 6, Media in The Glen
  • Zohara Freeman: Exec 7/Solo 2, City Manager of The Glen
  • Jomal Archer and Zhao Li: Exec 6 and Fixer 6, owners of Archer & Li
  • Avis Solomon: Media 8, Rabbi
  • Gold: Rockerboy 7, co-star of Tom & Gold
  • Masaru Hayanami: Exec 6, leader of the Japanese Consulate
  • Ariel Flores: Fixer 6, leader of the Mexican Consulate
  • Kris Kane: Fixer 8, leader of the US Consulate
  • Ernest Turk: Rockerboy 6, Reverend
  • Kirk Klau: Medtech 4/Fixer 5, psychiatrist and architect
  • Viola Basset: Exec 7/Solo 6, Lazarus Colonel
  • Fred Tallson: Exec 6/Media 4: Night City New Today owner
  • William Galen: Medtech 7, surgeon
  • Crusher: Solo 8, former Maelstrom leader
  • Evie Lark: Lawman 8, Deputy Chief
  • Ziv Ellis: Exec 6, Clean Sweep Enterprises owner

###Old Japantown

  • Adrianne Casselle: Exec 7, City Manager
  • Hornet: Fixer 9/Medtech 4/Tech 4, infamous Fixer
  • Steve: Solo 6, Hiro's husband
  • Mrs. Suzuki: Exec 6/Fixer 5, bodega chain owner
  • BloodGuts: Solo 6, Iron Sights leader

###South Night City

  • Garven Haakensen: Fixer 7, City Manager
  • Prankstarr the Clown: Medtech 6/Tech 4), Bozo circus leader
  • Gunslinger: Nomad 6/Solo 6, DeadWoods leader
  • Max Hammerman: Lawman 10, Max-Tac leader
  • Cassius Brown: Solo 6, ex-Iron Sights member
  • Johnny B Good: Medtech 6

###Night City Port

  • Angela NG: Nomad 10, City Manager
  • Valya: Fixer 6, leader of the Consortium
  • Mr. AMAAAZE!: Fixer 8, owner of Dock 13

###Reclamation Zone

  • Reclamation Zone: Santos Dorado: Nomad 4/Exec 6, City Manager
  • Troy Gordon: Nomad 4/Tech 4, Garage owner
  • Deadeye: Fixer 6, Owner of Firing Range

###Old Combat Zone

  • Anita Delores: Media 4/Rockerboy 4, Angel Radio host
  • Lasky: Solo 6, leader of the Faded
  • Brick Coleman: Solo 7, City Manager
  • Mac Trautman: Solo 6, owner of Always Hot
  • Phoenix Redwyne: Medtech 7/Fixer 6, ex-Trauma Team surgeon
  • Alice Terris: Exec 3/Solo 5, manager of the Alice's

##Northside ###NorCal Military Base

  • Ash Giovanni: Exec 7/Solo 6, City Manager
  • Jennifer Quick: Lawman 9, Leader of MPs

###Watson Development

  • Lucius Rhyne: Rockerboy 7, City Manager
  • Tom Stone: Solo 7, Precinct#3 Captain
  • Lexi Kane: Exec 4/Netrunner 5/Solo 3, Canadian Consulate captain
  • Faisal: Tech 8, gunsmith
  • Dequiallo: Nomad 4/Solo 4, smuggler
  • Jenny Nails: Fixer 3/Solo 6, Redline owner
  • Cesar: Tech 8, co-owner of Turbo Neon Motors
  • Sharkeater: Exec 8, regional director of SovOil
  • Libby Manseau: Nomad 4/Rockerboy 5, Pochinko Carnival leader
  • Shin Kanzaki: Exec 6, Kanzaki Family leader
  • Billy Joe: Exec 8, Petrochem Regional Director
  • Zillah Zane: Regional manager for Hammered Industries

###Kabuki

  • Nana-chan: Media 4/Rockerboy 4, V-caster
  • Yoshiki Murakami: Fixer 6, City Manager
  • Android Ace: Tech 7, Cyberlimb/Chipware expert
  • Lizzie Borden: Rockerboy 6, sex star
  • Ryoko Fujiwara: Exec 6, Nakagawa Foundation chairwoman
  • Shinobu the Second, Rockerboy 4/Solo 4, Tyger Claws leader
  • Ryu Sensei: Solo 6, dojo leader
  • Hazumi Ihara: Solo 7, Leader of G3

##Mainland ###New Westbrook

  • Belkis Abera: Exec 6, City Manager
  • Fiona Hayes: Media 6, N54 Media
  • Victoria Cunningham: Netrunner 6, owner of Virtual Variety
  • Marylou Ellerby: Media 7/Netrunner 10, AI
  • Mister Rieper: Solo 7, Leader of the Tombstone Preservers
  • Rick Shaw: Nomad 6, pedicab driver

###Charter Hill

  • Velvet Lux: Rockerboy 8: Bella Mia owner
  • Magretta Cippolina: Exec 4/Fixer 5, owner of Colonial Studios
  • Roger Joel Chandler: Rockerboy 7, Megachurch owner
  • Carolina Albaz: Fixer 4/Rockerboy 4: owner of Hotel Muy Caro
  • Tim Ward: Exec 4/Solo 4, owner of Ward Security
  • Sanger Connell: Exec 4/Nomad 4, AV pilot

###Executive Zone

  • Karen Davies: Exec 6, HOA President
  • Heather Steines: Exec 5/Tech 4, Karen Davies' rival
  • Artyom Sokolov: Exec 10/Tech 6, Zhirafa CEO
  • Denny: Rockerboy 8, ex-Samurai Drummer
  • Kerry Eurodyne: Rockerboy 9, ex-Samurai rocker
  • Franklin M’bolu: Exec 7/Tech 8, Orbital Air engineer
  • Dallas McKennon, Fixer 8, Manager of Casino and Country Club
  • Vibol Jen: Netrunner 6, Landscaping head at Casino and Country Club

###Heywood Docks

  • Lynn Skiv: Fixer 7, Skiv Family Leader

###North Heywood

  • Big Deal: Fixer 6, City Manager
  • John Freeman: Fixer 8, co-owner of the Forlorn Hope
  • Marianne Freeman: Fixer 6/Tech 4, John Freeman's wife
  • Anika Raines: Fixer 3/Medtech 6, owner of Haven Spa & Recovery
  • Bee Eye NGO: Medtech 6, Exotic specialist
  • Nana and Pop Pop: Tech 7 and Solo 6, co-owners of the Breeze
  • Solomon "X" Wright: Solo 7, Leader of 6th Street
  • Finn Fisher: Exec 5/Tech 3, Regional Manager for Dynalar

###Heywood Industrial Zone

  • Fixie: Fixer 6, leader of Fixie's Couriers
  • Darya Ishkova: Exec 5/Netrunner 5, Zhirafa’s Regional Director for the Pacifica Confederation
  • Abishola "Terror" Tye: Lawman 6, highest ranking officer for NCPD in the HIZ

###Santo Domingo

  • Theresa Valentino: Rockerboy 7, City Manager
  • Woodchipper: Fixer 5/Nomad 4, owner of Woodchipper's Garage
  • Genesis Durcal: Nomad 6
  • Izzy Lobo: Nomad 10, Leader of the Aldecaldo Camp
  • La Llorona and El Sombrerón: Solo 7 and Solo 7, Theresa Valentino's Bodyguards

##Southside ###Pacifica

  • Gray Wilkes: Medtech 6/Tech 4, Director of Flaire
  • Ojo: Fixer 6, owner of Container 3 at The Nomad's Market
  • Old Grace: Nomad 3/Solo 5, owner of The Ring
  • Rochelle Draiman: Exec 4/Lawman 4, Leader of Militech Security in Pacifica
  • Ryu Sakai: Solo 6, Owner and Head Chef of the Ascension
  • Old Greenjeans: Nomad 10, Leader of Jodes Camp in Pacifica
  • Ten Ton: Rockerboy 6, Bassist and manager of Breakfist

###Rancho Coronado

  • Ms. Mynah: Fixer 6, common Night Market organizer

##Outskirts

  • Trace Santiago: Media 6, son of Nomad Santiago
  • Sionnach Taylor: Nomad 7, chief admin of Jackson Plains Regional Airport
  • Hilda Forrest: Solo 6, daughter of Susan Forrest

##Playland by the Sea

  • Never Naughty Nedd: Tech 7, worker at the GunMart Museum of Movie Weapons

#Stats

  • In terms of roles:

    • 22 Rockerboys
    • 44 Solos
    • 10 Netrunners
    • 22 Techs
    • 10 Medtechs
    • 14 Medias
    • 33 Execs
    • 6 Lawmen
    • 39 Fixers
    • 18 Nomads
  • Of these, 52 are role combos and 2 of the combos are triple combos. To go further:

    • 8 combos have Charismatic Impact
    • 14 combos have Combat Awareness
    • 6 combos have Interface
    • 14 combos have Maker
    • 6 combos have Medicine
    • 6 combos have Credibility
    • 20 combos have Teamwork
    • 2 combos have Backup
    • 16 combos have Operator
    • 9 combos have Moto
  • To conclude, Solo is the most common role, followed closely by Fixer and Exec. But for combos, it's more likely that a combo will have Exec, followed closely by Fixer then Solo and Tech. Lawman has the least amount of high role NPCs to just 6 and only 2 of those are role combos.

  • Why I did this? I'm bored but like I said as well, was curious and just amazed by the amount. I was not expecting that many as I did this.

I got a couple more posts on this damn book coming soon, keep an eye out for that.

reddit.com
u/Infernox-Ratchet — 20 hours ago
🔥 Hot ▲ 240 r/cyberpunkred

Night City 2045 is fantastic

Sup chooms, in case you didn't know...Night City 2045 has been digitally released, with the physical still coming out in 2 months.

So I'm not spoiling anything major in the book for now but I'm gonna give a good recap for it today.

  1. For any GM or player that has doubts about 2045 and thinking its post-apocalyptic, this book straight up puts that to rest. Every art piece for every district shows a diverse city with various levels of order. Nothing in this book gives the impression of a city with no civilization.

  2. There's a ton of mundane stuff to really flesh out living in the 2040s. Plenty of previous DLC have done so already but this goes above and beyond.

  3. Want a map of the NCART? Bars? Housing? All in here my chooms.

  4. So many factions, characters, and statblocks that it feels like Danger Gal Dossier 2.

  5. Like I said, EVERY district is unique. Except for the Hot and Combat Zones, nothing sells the idea for a post-apocalypse. Each district has a response and utility code and that really fleshes out the city.

  6. For 2077 fans still waiting on the Campaign book, I highly recommend getting this book. There's a ton of ties to Edgerunners/2077 that'll make you go "Wait, I recognize this place." (Might do a post to compile all that.)

All in all, a very good book and one of the best books released for RED in a good while. If you care about worldbuilding, grab this as soon as you can.

reddit.com
u/Infernox-Ratchet — 3 days ago

Heavy Armor Lizard's 2026 Compilation of Gear and Rules for Heavy Armor

Hey choombas, Heavy Armor Lizard here. So, it wouldn't be this subreddit if my silly ass wasn't posting stuff about heavy armor. But, I'd be a fool to say it's in the best shape and everyone has a skill issue.

So for the past day or 2, I've been in a good mood with homebrew so I'm giving an update to a post I did last year(?) where I dropped gear to make heavy armor easier to use. This also takes some houserules I did and brings em up to speed.

Another thing: don't just use all of these at the same time. Think what to use if it suits your table. For Invented Upgrades, these can be offered by NPCs or your Tech can invent em.

##Houserules ###Better Armor Repair

So one of the biggest flaws with heavy armor is the more expensive armor takes a lot longer to repair due to cost category. Metalgear, Heavy Metalgear, Lotos Netsuit, and MechMan Helmet are all Luxury so that means even 1 SP lost will now take a month to repair. And it's even more egregious now with ACPAs where it's faster to repair them than a simple piece of Metalgear? Its wack so we're fixing that.

####Rule

Any armor with a Price Category of Expensive or higher is now repaired similarly to ACPAs

  • Minor Damage (less than full SP): DV9, 6 hours
  • Major Damage (less than 1/2 SP): DV13, 1 day
  • Destroyed (0 SP): DV17, 1 week

Now any armor (even some like Light Metalgear) won't take forever to get back up. And Luxury armor isn't taking an entire month to get repaired cuz some dipshit shot your expensive armor with an Acid Ball.

###Smaller Flak Penalty

Now, heavy armor isn't completely unusable and we've gotten some good armor lately especially with Solo of Fortune 2045. But you know what armor needs some love? FLAK. While it's the same price as Heavy Armorjack, it comes with a -4 penalty like Metalgear. This means it's weaker than Light Metalgear since it has a -3 penalty. Let's fix that.

####Rule Flak and all variants now have a -3 penalty to REF, DEX, and MOVE.

What does this do?

  1. Makes Flak the "MAJ" to Light Metalgear's "HAJ". Flak is easier to source and easier to upgrade compared to Light Metalgear. If you still use RAW Armor Repair, this makes an interesting case to pick Flak even if Light Metalgear is still stronger.
  2. It fixes the penalty progression. Higher armor above Flak should have the higher penalties.
  3. It fixes the relationship with Dragoon Plating. The Metalgear variant is 1 less penalty than typical Metalgear but Flak variant is 2 less than typical Flak which screws up the balance. By making Flak a -3 from the start, it better explains that relationship.
  4. It makes Flak a more coveted 'endgame' armor.
  5. It makes Skidrow Trench less trash and a lil more competitive with Medium Armorjack even if the latter is still better.

##Invented Upgrades ###Lightened Armor

  • Cost#1: Cost of armor being upgraded

  • Cost#2: 500eb or 1000eb

Invented Upgrade. Reduces all worn Penalties for armor except for Flak by 1. For Flak, this is reduced by 2. (If using the Smaller Flak Penalty rule, the penalty is reduced by 1.) For armor under SP13, the cost for the second set of materials is 500eb. For armor SP14 and up, the cost is instead 1000eb.

  • Alternate route: Armor Attachment. Installing this requires a DV17 Basic Tech check, after which it cannot be removed. Reduces all worn Penalties for armor except for Flak by 1. For Flak, this is reduced by 2. (If using the Smaller Flak Penalty rule, the penalty is reduced by 1.) For armor under SP13, the cost for the attachement is 500eb (Expensive). For armor SP14 and up, the cost is instead 2000eb (V. Expensive).

###Dynalar Sandevistan Overdrive

  • Cost#1: Cost of armor being upgraded

  • Cost#2: 500eb

Invented Upgrade. When the Sandevistan is activated, the user gains a +1 to REF which can increase the user's REF above 8. Does not stack with Synthcoke.

###Light Power Armor

  • Cost#1: Price of Linear Frame

  • Cost#2: 500eb (Expensive)

Invented Tech Upgrade for External Linear Frames. An External Linear Frame now has the ability to be attached to Body and Head Armor by performing a DV24 Basic Tech check and taking 24 hours to do so. If the Check fails, the person fails halfway through but the parts are still intact.

Upon wearing the frame, all worn penalties from both pieces of armor are reduced depending on the BODY of the frame:

  • BODY 12-14: 2

  • BODY 15+: 3

  • (Alternatively, BODY 12 reduces by 1 and BODY 13-14 reduces by 2)

When merged with the frame, both the head and armor are considered separate for the purposes of Tech Upgrades or repairs. The armor cannot be removed without damaging the frame beyond repair. The frame and armor can be separated by performing a DV24 Basic Tech check and taking 24 hours.

##New Gear ###Heavy Duty Cyberlegs

Heavy Duty Cyberlimb Upgrade

  • Cost: 500eb (Expensive)

  • HL: 3 (1d6)

  • Install: Clinic

Cyberleg Option. Must be Paired. When worn on 2 Cyberlegs, the total MOVE penalty the wielder is currently suffering from in any worn Armor is reduced by 2.

Heavy Duty Cyberlegs

  • Cost: 1000eb (V. Expensive)

  • HL: 14 (4d6)

  • Install: Hospital

Paired Cyberlegs. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cyberleg has 2 Option Slots for Cyberleg or Cyberlimb Options. Each comes pre-installed with a Heavy Duty Cyberlimb Upgrade that does not cause any Humanity Loss or take up a Cyberleg Option Slot. The Cyberlimb Upgrades cannot be removed without destroying the Cyberlegs beyond repair.


So, this is obvious. It fixes what arguably stops people from taking heavy armor. People don't like feeling slow. This means if you're slow already, wearing Medium or Heavy Arrmorjack doesn't gimp you and lets you stay decently mobile. You don't even need the Rocket Runner Tech Upgrade for Skate Feet in the Invented Upgrades DLC to offset the penalty. This ofc means that heavier armor will still require more optimized users who are already fast.

###Compensator

Cost: 500eb (Expensive) Eligible: All non-Exotic Ranged Weapons with an Autofire Rating

Weapon Attachment. Adds a +1 to Autofire checks.

###Martial Arts Booster Chip

  • Cost: 500eb (Expensive) or 1500eb (V. Expensive)

  • HL: 7 (2d6)

Chipware. When purchased, the user must decide which Martial Arts form is affected. Adds a +1 to the form's Martial Arts Special Move Resolutions. A more expensive version worth 1500eb (V. Expensive) instead adds a +2. Multiple chips for the same form do not stack.

###Hardened Coating

  • Cost: 500eb (Expensive)

An extra protective layer is applied to the armor, protecting it from blunt damage punches or kicks.

Armor Attachment. Installing this requires a DV17 Basic Tech check, after which it cannot be removed. This is only compatible with armor with an innate Armor Penalty and a SP of at least 12 such as Medium Armorjack. The armor cannot have its SP halved by Martial Arts or Martial Arts Special Moves. This does not stop other sources such as Melee Weapons or Tech Weapons from halving the armor's SP.

###Blast Resistance

  • Cost: 1000eb (V. Expensive)

The armor's exterior is protected by a layer designed to catch shrapnel and fragments from explosives.

Armor Attachment. Installing this requires a DV17 Basic Tech check, after which it cannot be removed. This armor is only compatible with Flak and Metalgear. When wearing the armor, the user cannot take Critical Injuries from Explosives and stops Explosive Ammunition from treating 5s as 6s for the purpose of causing Critical Injuries.

reddit.com
u/Infernox-Ratchet — 5 days ago