Cyberpunk RED Homebrew Rules

  1. Luck. Luck may be spent retroactively. GM reserves the right to keep the target hidden still. Players are allowed ONE luck spend per roll, and may not “creep” the result up.

  2. Luck and Smart Ammo. Smart ammo gets a re-roll if it misses by 4 or less, if it misses because a player spends luck retroactively as in rule 1, then it may make it’s usual re-attack, and the player may not spend luck again.

  3. Luck Roll. We also occasionally ROLL luck, if the player comes UNDER their luck, they are lucky, and the lucky thing happens.

  4. Luck to not Die. I also will take ALL the players remaining luck if a random chance decision (example: I cut the RED wire) would kill them. I will take all their luck to reverse the decision or simply damage them a lot.

  5. Backup. Lawman’s Backup now always comes, however the amount the player “failed” the Role ability check by is added to the d6 “time till arrival” check. Backup is now more consistent, player now always gets their role ability’s level in backup, or lower as chosen by them during the call. Abuse of Backup still results in it not working as per book. Players with backup can now also choose the “Level” of backup they are asking for from any of the levels of backup they have reached.

  6. Inventor / Fabrication / Other Creator Techie Role Abilities. Techie now does not need to spend a solid block of time on every invention, fabrication etc. The GM will make rulings on what makes sense to them. However now the duration will be calculated in hours based on a 10 hour work day. Of course this is optional to the Inventor, if they with to do nothing else for the all of, or part of, the completion time they may do so. example, Jess is working on a new invention, it’s going to take a month to do, but she has work and gigs to complete with the Red Chip Krew too. So she works for three hours every morning, before their nocturnal gigs for their fixer, she marks off the hours against the total completion time. She calculates the month as 4 weeks, or 28 days, at 10 hours a day and will take 280 hours to complete the project. for the first few days she works three hours a day on the project, but then Roger and Graves get hurt badly and must rest a week. She chooses to spend that time working on her invention. and marks off seven 10 hour lots from her project. and has 201 hours left to work on it. She still makes the check half way through to determine if the materials are lost.

  7. Fixer’s Prices. This isn’t a homebrew, but more of a classification. Fixers sell items to people at market rate, meaning, they must source things cheaper. So how we will do it, to classify the mechanics is thus: Fixers will buy items using their role ability to get a discount on prices. 10 or 20 % depending on their rank. That’s it.

  8. Fixer’s Second hand prices. To clarify, again, you cannot expect to sell your loot for market rates. You might get 20 or 30% for it. Why? It’s second hand, it needs to be cleaned, both meanings, checked out, and resold. This often involved a lot of guys that need hiring, and the fixer needs to make money on it. Specialist skills etc, for vehicles this is especially important. So, when selling to your fixer, all those guns from those boosters you wasted,. you’re gonna earn 20 to 30 percent. “Ah but we have all the relevant skills, we can do all that.” Too bad, the fixer will double check all the work, if they’re any good, with their own people. Working out percentages is a pain at the table ( “I roll my barter to get a 10% better price on that 30%” ), so I will instead drop the price category twice. This gets close to that price. this also makes it easier to work out the 10 or 20 % changes a player fixer can get. Of course for special items, there may be a special price, like only ONE category of reduction.

  9. Cool Rule. Sometimes, a player wants to use things outside of their mechanical capability, arguing you might be able to do it, or they saw it in a movie. At this point, the GM assigns a DV and asks the player to make a COOL check. the Player rolls their COOL stat and if they beat the DV, may attempt to do the action, they still need to make all the relevant checks, and the action will still take the usual amount of time it would take.

  10. “It doesn’t work that way” Sometimes, items are used (as in Cool Rule) in a manner outside of their normal functionality, This CANNOT be used as an example of why you should be allowed to do it as a regular part of the game. The argument “But Geoff did it” will not work.

  11. One Time. Occasionally a reference to a specific movie situation or result is invoked, and may be allowed by the “Just this One Time” rule, and may never be invoked in any game again.

  12. Free Cyberdeck - Upon generation, so long as NO other cyberdeck is purchased, the Netrunner player may have at no cost one (1) Poor Quality Generic Cyberdeck at no cost. This deck breaks beyond repair or is otherwise lost when the player purchases another cyberdeck. This option is only available during character generation.