Gear for Cyberpunk RED
Street Drugs
- RED Shift. 50eb.
- Primary Effect. Lasts for four hours. The user increases their DEX by 1. This may increase their DEX above 8. The user takes 4d6 Humanity Loss upon taking a dose, which is returned after the dose’s Primary Effect ends. This effect cannot reduce a character to below 0 Humanity. For the duration, the user becomes prone to manic episodes.
- Secondary Effect (DV17). If the User wasn’t already addicted to RED Shift, they are now. While addicted, the user's DEX is reduced by 2, unless they are currently experiencing the primary effect of RED Shift. The user will occasionally crave more RED Shift.
- Roulette. 20eb.
- Primary Effect. Lasts for one hour. The user increases their Composition, Paint/Draw/Sculpt, and Dance skills by 2. For the duration, the user's Control Skills and Concentration are reduced by 2. Users occasionally lose themselves to the lovely wheeling lights in their vision and experience fits of laughter.
- Secondary Effect (DV11). If the User wasn’t already addicted to Roulette, they are now. While addicted, the user's Composition, Paint/Draw/Sculpt, and Dance skills are reduced by 2, unless they are currently experiencing the primary effect of Roulette. The user will suffer from mood downturns and episodes of severe depression.
- Giggle-Wiggle. 100eb.
- Primary Effect. Lasts for thirty seconds. The user increases their Evasion by 2 and becomes able to dodge bullets with a REF of less than 8. For the duration, at the start of the user's turn, they must beat a DV17 Concentration roll or move a random distance in a random direction, using their move action. The user feels intense eurphoria.
- Secondary Effect (DV9). If the User wasn’t already addicted to Giggle-Wiggle, they are now. While addicted, the user's Concentration is reduced by 2, and they suffer from mood swings.
- Twist. 10eb.
- Primary Effect. Lasts for one hour. The user increases their Dance skill by 2. For the duration, the user feels extremely energetic.
- Secondary Effect (DV11). If the User wasn’t already addicted to Twist, they are now. While addicted, the user's COOL is reduced by 1 unless they are currently experiencing the primary effect of Twist. The user will occasionally crave more Twist.
Interior Decorating
- Soporific Coffin. 500eb for a single, 1000eb for a double. A padded bed lined with white noise generators, with a massaging mattress. Monitors the user's sleep, helping to ensure a peaceful rest. Reduces the humanity loss from being under long term stress by 1d6 as long as the user sleeps in it every night.
- Television. 50eb 32", 100eb 50", 500eb 72". A television. Picks up any and all stations covered by your lifestyle.
- Bulletproof Windows. 1000eb. Adds 15HP to the windows of your property. May be purchased a second time to improve the glass to 30HP.
- Armoured Walls. 5000eb. Reinforces a property's walls with an SP of 13. Adds a tremendous amount of weight, not recommended for rental properties.
- Real Houseplant. 100eb. A genuine, non-synthetic plant of moderate size. Don't try to water it with what comes out of the taps, it'll be bad for its health.
- Mnemonic Incense Diffuser. 100eb. Fills a room with a light psychoactive designed to stimulate recollection. Improves Concentration rolls to remember information made by people in the room by +1.
- Hot Tub. 500eb. A self-cleaning heated tub, large enough for four. Perfect to unwind after a long day of edgerunning.
Domestic Robotics
- Zhirafa Badger Cleaning Robot. 500eb. Move 2, 10 HP. A trashcan sized robot that automatically patrols a property, cleaning the floors and surfaces. Can operate without a Net Architecture, but can be connected to a Control Node if so desired.
Headquarters Improvements
- Secure Vault. Improvement Cost 20 HQ IP: Adds a reinforced vault to the HQ, which can only be opened by the biometric key of a crew member. The Vault is secured by a 50HP 18SP door and is temperature and climate controlled.
- Upgrade Cost 20 HQ IP: The Vault's defences are improved. Its HP is increased to 100, and its armour cannot be halved by melee attacks.
- Combat Simulator. Improvement Cost 40 HQ IP: With access to a Combat Simulator, Solos in the crew gain an additional point to use with their Combat Awareness role abilities.
- Upgrade Cost 40 HQ IP: When a Combat Simulator is upgraded, Solos in the crew gain a second point to spend on their Combat Awareness abilities. Additionally, they can choose one of their weapons to treat as Excellent Quality as long as they are using it.
- Sealed Enviroment. Improvement Cost 20 HQ IP: The HQ can be sealed. As long as the HQ is sealed those inside are protected from harful gasses and airbone pathogens. The air supply will last for two days at standard occupancy.
- Upgrade Cost 20 HQ IP: The air supply will remain intact for a period of a full week, and automatic monitors will alert those inside to the quality of air outside.
- Reinforced Contruction. Improvement Cost 20 HQ IP: The walls of the HQ are armoured to 11SP, and the windows replaced with Bulletproof Glass.