

I'm sure nothing will come of this in the next 30 years
If you know, you know


If you know, you know
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:
At least 1 role ability is Rank 6, preferably Rank 7
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 Island ###Little Europe
###Upper Marina
###Downtown
###Hot Zone
###Little China
###University District
###The Glen
###Old Japantown
###South Night City
###Night City Port
###Reclamation Zone
###Old Combat Zone
##Northside ###NorCal Military Base
###Watson Development
###Kabuki
##Mainland ###New Westbrook
###Charter Hill
###Executive Zone
###Heywood Docks
###North Heywood
###Heywood Industrial Zone
###Santo Domingo
##Southside ###Pacifica
###Rancho Coronado
##Outskirts
##Playland by the Sea
#Stats
In terms of roles:
Of these, 52 are role combos and 2 of the combos are triple combos. To go further:
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.
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.
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.
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.
Want a map of the NCART? Bars? Housing? All in here my chooms.
So many factions, characters, and statblocks that it feels like Danger Gal Dossier 2.
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.
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.
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
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?
##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.
###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
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
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.