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Cyberpunk Red Luck Deck

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0% found this document useful (0 votes)
78 views3 pages

Cyberpunk Red Luck Deck

Uploaded by

giggels616
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Luck Deck for Cyberpunk Red 


The original Luck Deck for Cyberpunk 2020 was created by Matthew Jason Parent for the Blackhammer 
Cyberpunk Project in 1997. It’s still available to view at h
​ ttp://www.ambient.ca/cpunk/luck.html​. This 
version is adapted from the original Luck Deck mechanics, with two core changes. First, of course, this 
version has been altered for compatibility with Cyberpunk Red. Second, the Luck Deck has been 
streamlined to 54 cards in order to use a deck of playing cards with two distinct jokers. 
The concept is relatively simple: at the beginning of each session, each player draws a number of cards 
equal to their Luck stat. In lieu of Luck points, they play these cards for the listed effect: 
 
Title  Description  Cards 
Luck  +1 to any action  A-5, all suits 
Mental  +3 on Mental Group Stats (INT, WILL, COOL, EMP)  6-10, Clubs 
Combat  +3 on Combat Group Stats (TECH, REF)  6-10, Spades 
Physical  +3 on Physical Group Stats (BOD, DEX, MOVE)  6-10, Diamonds 
Introduce a new element to the scene, be it a key detail, 
Connection  new character, or relevant fact.  6-10, Hearts 
This card makes any botch or failed roll into such a 
Too Much  success that the player will wish they had just failed.  Jack, Clubs 
Second 
Chance  Re-roll a failed action  Jack, Spades 
Opponent Fails  An opponent automatically fails one Skill Check.  Jack, Diamonds 
Breakthrough  +3 to any roll involving a skill the character does not have  Jack, Hearts 
+3 to any other character's action by providing roleplayed 
Support  support and playing this card  Queen, Clubs 
Replace this card at any time for the last card discarded 
Claim  or played by any player  Queen, Spades 
You may give any 2 cards you have to other players and 
Leadership  replace them with new cards from the stack  Queen, Diamonds 
All players may draw one card into their pools in 
Rally  exchange for this card and a rallying call or event.  Queen, Hearts 
A new plot element is introduced; roll on the Random 
Subplot  Subplot Table. Draw 2 cards after card is played  Kings, all suits 
Haste  Gain first initiative for one round  Joker 
Seize Initiative  Re-roll your initiative for a combat scene  Joker 
   

This is a fan house rule of Cyberpunk Red, which is Copyright © 2020 R. Talsorian Games. 
 
Luck: T ​ his card works like a Luck point, rules-as-written. +1 to any roll. 
Mental: T ​ his card gives a larger bonus to rolls using the Mental Group of stats: Intelligence, Willpower, 
and Cool. +3 to any rolls using these stats. 
Combat: T ​ his card gives a larger bonus to rolls using the Combat Group of stats: Technique and 
Reflexes. +3 to any rolls using these stats. 
Physical: ​This card gives a larger bonus to rolls using the Physical Group of stats: Body, Dexterity, and 
Movement. +3 to any rolls using these stats. 
Connection: I​ ntroduce a new and relevant element to the scene. This could include a background detail 
the characters haven’t yet noticed, a character who could logically be in the area, or a link to an earlier 
plot detail. The new element must be compatible with your group’s suspension of disbelief. 
Too Much: Y ​ ou succeed on this roll, but in such an extreme way you’ll wish you had failed. 
Second Chance: Y ​ ou can reroll one failed action. 
Opponent Fails: Y ​ ou can declare one action of another character to have failed after the dice indicate 
otherwise. 
Breakthrough: ​Gain a significant bonus to a skill you have no previous training in, +3 to any action using 
a skill with no points invested. 
Support: ​Grant +3 to another character’s action if your character has the appropriate fictional 
positioning to provide support. 
Claim: ​Play this card to take the last card played by another player. Great for nabbing those rare 
‘Opponent Fails’ and ‘Haste’ cards. 
Leadership: Y ​ ou may give two of your cards to other players, and take two draws from the deck. 
Rally: I​ f your character has the appropriate fictional positioning for a rallying cry or quick speech, all 
other player characters in range can draw another Luck card. 
Haste: ​Your character is placed on the top of the initiative order for one round. 
Seize Initiative: ​You can reroll your character’s initiative for the whole encounter. 
Subplot: W ​ hen you play this card, your character is now linked into the scene in a new and plot-relevant 
way. Roll 1d10 and consult the random subplot table: 
 
 
Nemesis: S ​ omeone in the scene holds a grudge against the character, or 
the character holds a grudge against them if appropriate. 
Romance: E ​ ither someone in the scene is a romantic interest for the 
character, or an existing romantic interest has a stake in the scene. 
Personal Stake: T ​ he character has a direct personal stake in how the 
scene is resolved that they only just became aware of. 
Mistaken Identity: T ​ he character is mistaken for someone else. 
Suspicion: ​The character is immediately under suspicion of committing 
a crime or other foul act...whether or not they actually did. 
 
After the subplot card is in play, draw two more cards from the deck. 
 
 

This is a fan house rule of Cyberpunk Red, which is Copyright © 2020 R. Talsorian Games. 
 
Here’s some general mechanical notes: 
 
● Just like Luck points, you may play as many relevant cards as you wish on any given roll. 
● If your card grants a numerical bonus, it must be played before dice are rolled. 
● Cards which negate or alter dice results (i.e. Opponent Fails or Second Chance) must be played 
after the dice hit the table, but before the action is resolved in the fiction. 
● If a player decides that they do not like their hand at the beginning of a session, they can opt to 
discard it. They do not get another hand; instead, they can play the session as if they had luck 
points per rules-as-written. If they decide to do this their luck expenditure does not count as a 
‘Luck’ card for the purposes of the Claim card, and they are not eligible to draw a card if the Rally 
card is played (at the GM’s discretion, though, they may regain one Luck point instead) 
● If a player comes to the end of a session and really likes their hand, they can opt to keep it for 
the next session. However, choosing to do so means they will not replenish any of the cards 
they have already spent. 
 

This is a fan house rule of Cyberpunk Red, which is Copyright © 2020 R. Talsorian Games. 

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