RPGBOT.Podcast

CYBERPUNK RED How to Play 2 - Character Creation: Mr. Rogers Builds a Cult

RPGBOT.Podcast

Show Notes

Character creation in Cyberpunk RED is simple. First, choose whether you want to be a violent criminal, a corporate criminal, or a musician who can accidentally start a cult. Then roll enough childhood trauma to explain why you live in a shipping container. This week, Randall creates Cyberpunk Mr. Rogers, a relentlessly loving rockerboy whose most treasured possession is a weapon, while Tyler creates a fashionable netrunner who values money, wants power, steals programs from people he brain-burns, and has somehow made a mortal enemy entirely through bad vibes. Meanwhile, Riverside attempts to achieve sentience by transforming Ash into a robot every time he says something useful. Show Notes In the second installment of our Cyberpunk RED Quickstart, Ash guides Randall and Tyler through character creation while Riverside fights desperately to prevent the information from reaching anyone. We begin with Cyberpunk RED's three character-creation methods. Streetrat gets a character onto the streets quickly with mostly predetermined options. Complete Package gives experienced players much more control over their statistics, skills, equipment, fashion, and cyberware. Between them is Edgerunner, which provides meaningful choices while keeping new players away from the most dangerous form of cyberpsychosis: analysis paralysis. Ash introduces the game's roles, including Solos, Netrunners, Techs, Medtechs, Medias, Execs, Lawmen, Fixers, Nomads, and Rockerboys. Randall briefly considers playing an Exec before discovering that a Rockerboy can become a cult leader through Charismatic Impact. At that point, the decision is effectively over. Tyler chooses a Netrunner, giving the team one character who gathers followers and another who steals people's files. The Lifepath system quickly demonstrates why Cyberpunk characters rarely arrive in Night City emotionally healthy. Randall develops a silly, free-spirited rockerboy who values friendship, believes every person matters, and loves everyone too much to name a single favorite person. He grew up around comfortable corporate technicians before living aboard a traveling ship, where musicians taught him to perform. Then the ship sank. His family and mentor died, but Randall's character survived by floating to safety on his mentor's acoustic guitar. After living freely on an island, he was eventually rescued and returned to a society he no longer believes anyone needs. His new mission is to escape life on the street and bring everyone else with him. He is essentially Cyberpunk Mr. Rogers, assuming Mr. Rogers had piercings, cyberware, and a guitar that kills fascists. Tyler's Netrunner develops in the opposite direction. He is sneaky, deceptive, fashionable, motivated by money, and interested in gaining power and control. He grew up in a nomad pack among ruined settlements before his family lost everything through betrayal. He works alone from a workspace full of gamer debris, accepts jobs from media figures and political or law-enforcement contacts, and has local gangers protecting his territory. He also steals programs from Netrunners after brain-burning them, which raises several questions about why anyone continues giving Tyler characters unrestricted access to technology. Both characters somehow roll three friends, multiple enemies, and enough tragic relationships to support several seasons of prestige television. One shared rival may merely insult Randall's rockerboy but wants to murder Tyler's Netrunner on sight, apparently because Tyler's personality failed a vibe check so badly that it became a capital offense. The episode finishes with statistics, derived attributes, skills, weapons, armor, fashion, housing, and cyberware. Randall's Rockerboy receives an audio recorder, chemskin, a cyberaudio suite, and tech hair. Both characters begin life in cargo containers, because even in the dark future, affordable housing remains the most unrealistic part of science fiction. Finally, Randal

More from RPGBOT.Podcast

Oct 24, 2026

For years, martial characters in D&D have had one job: hit things until they stop moving. Wizards rewrite reality, clerics summon divine power, and fighters get to swing a sword. Again. Well, the 2024 D&D Player's Handbook finally gives martial characters something interesting to do with all that stabbing. Weapon Mastery lets you cleave through enemies, knock them down, shove them around, and even deal damage when you miss. Tyler, Randall, and Ash break down the new mechanics, the best combinations, and why your fighter might soon be carrying enough weapons to open a sporting goods store. Because apparently, hitting things wasn't complicated enough. Show Notes The 2024 D&D Player's Handbook introduces Weapon Mastery, giving martial characters new ways to control the battlefield, improve damage, and make combat more interesting. But are these new D&D 5e combat mechanics balanced? Tyler, Randall, and Ash break down all eight Weapon Mastery properties: Cleave, Graze, Nick, Push, Sap, Slow, Topple, and Vex. We explore how each works, which weapons benefit, and the best Weapon Mastery combinations for fighters, barbarians, rogues, paladins, and rangers. We also dig into two-weapon fighting, action economy, battlefield control, and some potentially ridiculous character builds. Do the 2024 D&D weapon rules finally close the martial-caster gap, or have we just given fighters more creative ways to annoy the DM? Key Takeaways Weapon Mastery gives martial classes more tactical choices in D&D 2024 combat.

Oct 22, 2026

Last time, we opened a door that had been sealed for thousands of years, murdered a dinosaur, adopted its baby, and turned a crank we probably shouldn't have touched. Now the village is flooding, the ancient machinery is waking up, and our only hope is building weapons from whatever junk we can find. Oh, and Tyler wants to dismantle a horse for spare parts. Welcome back to Numenera, where saving the world requires a little engineering, a lot of questionable judgment, and apparently a working knowledge of French grammar

Oct 19, 2026

What happens when a mysterious cowboy rides out of a deadly desert, introduces himself, and immediately falls off his horse? Naturally, you trust his god, open a door that's been locked for thousands of years, and discover your entire village might be living inside a dead monster. Welcome to Numenera, where the birds are terrifying, the technology is incomprehensible, and Tyler can't roll above a five when it matters. At least Ash gets a pet dinosaur. Things are going great.

Oct 17, 2026

You've slain dragons, defeated liches, and saved the kingdom. But now an NPC is flirting with you, and suddenly everyone at the table is making death saves against awkwardness. Romance in D&D can be terrifying, especially when the GM's idea of flirting involves a Persuasion check and prolonged eye contact. Fortunately, Sebastian Yūe and Friday Strout are here to help us navigate love, relationships, and the delicate art of making imaginary people kiss without making real people uncomfortable. Roll for initiative. No, wait. Roll for chemistry.

Oct 15, 2026

So you've survived character creation in Numenera. Congratulations! Now it's time to level up, rummage through ancient garbage, and build a giant murder robot that might eventually decide you're the problem. What could possibly go wrong? In this episode, we're spending XP, scavenging the ruins of forgotten civilizations, and exploring the joys of community development. Because nothing says heroic adventure quite like spending six months building a machine that might explode, or thirty years constructing a castle. Welcome to the Ninth World, where yesterday's trash is tomorrow's technology, and apparently nobody can agree on how to pronounce a two-by-four.

See all episodes →