Night City Tarot is a free DLC for Cyberpunk RED.
Description[]
Night City Tarot is an optional set of rules for Cyberpunk RED that adds the mechanic of randomly drawing Major Arcana cards from a tarot deck.
Whenever three or more dice rolled from damage from a Melee or Ranged Attack come up to 6, draw the top card of your Night City Tarot deck and apply it's effect as listed instead of a typical Critical Injury. There are two caveats:
- First, only draw a card if the Attack is against a single target. Never draw for grenades, rockets, or other Attacks with an area of effect.
- Secondly, only draw a card if both the attacker and defender are capable of sustaining Critical Injuries. For example, don't draw if one of the combatants is a drone.
Many of the Night City Tarot card effects inflict Critical Injuries. Whenever a card inflicts multiple Critical Injuries, each injury causes 5 bonus damage directly to HP unless noted otherwise. After the effect of the card is resolved, put that card on the bottom of the deck, and put the deck away, because only one card can be pulled from the Night City Tarot per game session.
One last thing... after the first pull, don't shuffle the deck until the campaign has experienced each card once... bad things happen when you tempt fate.[1]
Tarot Deck[]
Card | Effect |
---|---|
The Fool | The attack causes the Cyberware of the victim to stops functioning for an hour |
The Magician | The attack causes one piece of the victims Cyberware to be set on fire and destroyed |
The High Priestess | The attack causes its victim to be wounded by pieces of poisoned shrapnel |
The Empress | The attack is guaranteed to cause a Critical Injury |
The Emperor | The attack causes two two Critical Injuries, the types of which are decided by another player |
The Hierophant | An attack made by a weapon will deal twice the amount of damage but cause the weapon to be destroyed |
The Lovers | The attack is guaranteed to hit directly to the head |
The Chariot | The armor of the attacks target is damaged, even if the attack didn't penetrate it |
Strength | The attack deals an additional 25 damage |
The Hermit | The attack causes its target to suffer the Lost Eye Critical Injury twice |
Wheel of Fortune | The attack fails completely |
Justice | The victim of the attack has disadvantages for dodging attacks for a minute |
The Hanged Man | The attack causes its victim to fall prone and break their spine |
Death | The victim of the attack must make a Death Save or be knocked out for a minute |
Temperance | The victim of the attack must select one of their limbs to be dismembered and one of their limbs to be broken |
The Devil | The attack causes its victim to suffer from brain damage and hearing loss |
The Tower | The victim of the attack has their skull, throat, and spine damaged, but they do not feel any pain from them until one hour later |
The Star | If the attack is ranged, the projectile hits the target and bounces off to hit another target of your choice. If the attack is melee, the victims ribs and lungs are damaged |
The Moon | The victim is additionally wounded by shrapnel in their body and head |
The Sun | If the target is carrying a grenade or explosive device, it detonates. If they weren't, one piece of their equipment is destroyed |
Judgement | One of the targets has all its fingers broken and their other arm is dismembered |
The World | The person who drew this card may take an extra turn and all of their skills that turn are +5 |