π Progression
βBetween the bullets, thereβs life. Boring, expensive, dangerous life.β
In the Time of the Red, the old dollar is dead. The Eurodollar (eb) β βeddiesβ on the street β is the only currency that holds value. Corps pay in it. Fixers deal in it. And youβre always short of it.
This section covers the resources you manage between gigs: earning money, healing wounds, leveling skills, maintaining Humanity, and keeping your gear in working order. Theyβre all connected β eddies buy chrome, chrome costs Humanity, Humanity needs therapy (more eddies), skills need IP from dangerous gigs.
β‘ Quick Reference
Between Missions At A Glance
βHow do Iβ¦β Page Quick Answer Buy gear or weapons? Money Under 500eb: any shop. Over 500eb: need a Fixer Heal after a fight? Healing HP heals free at home (BODY/day). Critical Injuries cost 100-1,000eb Fix broken gear? Repair & Crafting DIY: TECH + Skill + 1d10. Or pay an NPC Keep gear maintained? Gear Durability Live at the right Lifestyle, or monthly Tech Check (optional rules) Level up my skills? Improvement Spend IP: Skill +1 = New Level Γ 20 IP Recover lost Humanity? Humanity Therapy: 500-1,000eb, recovers 2d6 HUM
β After Every Gig Checklist
Between Sessions
Run through this list after every mission or session to keep your sheet current.
- Heal HP β Rest at home (BODY HP/day, free) or hospital (100eb/night, BODYΓ2/day)
- Treat Critical Injuries β First Aid (100eb), Paramedic (500eb), or Surgery (1,000eb)
- Fix damaged gear β DIY with TECH + relevant skill, or pay an NPC
- Spend IP on skills β Cost = New Level Γ 20 IP (Γ2 Skills cost double)
- Buy new gear/chrome β Items over 500eb need a Fixer contact
- Record Humanity Loss β For any new cyberware installed this session
- Top off ammo β Restock anything you used in combat
- Update cash β Income from gig minus expenses
π How They Connect
βββββββββββββ
β Money β
βββββββ¬ββββββ
buys β earns
ββββββββββββΌβββββββββββ
βΌ βΌ βΌ
βββββββββ βββββββββ ββββββββββββ
βChrome β βHealingβ β Better β
βββββ¬ββββ βββββββββ β Gigs β
βcosts ββββββββββββ
βΌ
ββββββββββ
βHumanityβ
βββββ¬βββββ
βneeds
βΌ
ββββββββββ
βTherapy ββββ costs eddies
ββββββββββ
The Core Loop
You run gigs β earn eddies β buy chrome and gear β chrome costs Humanity β Humanity needs therapy β therapy costs eddies β you need more gigs.
οΏ½ The Sub-Pages
π° Money
Earning, spending, and managing eddies. Covers Lifestyle tiers, Night Markets, Fixer availability thresholds (500eb+), and the economic reality of the Time of the Red. β Money
π₯ Healing
How to recover HP and treat Critical Injuries. Rest at home for free but slow recovery, or pay for hospitals, paramedics, and surgery. β Healing
π Improvement
Spending IP (Improvement Points) to raise skills and Role Abilities. The GM awards IP after sessions β typically 40-80 per session based on danger and accomplishments. β Improvement
π§ Humanity
Your mental health meter. Cyberware installation reduces Humanity β lose too much and the GM takes your character as a Cyberpsycho. Therapy recovers it, but costs eddies and time. β Humanity
π§ Repair & Crafting
Fix damaged gear with TECH + the right skill, or pay someone to do it. Techs can also craft new items and upgrade existing ones using the Maker ability. β Repair & Crafting
βοΈ Gear Durability
Optional rules for equipment maintenance. Your Lifestyle tier determines free upkeep β live too cheap and your gear degrades monthly. β Gear Durability
π Related Sections
- Gear & Tech β Weapons, cyberware, and drones
- Street Life β Reputation, drugs, weather
- Combat β Where you spend all your gear and health
- Roles β Role Ability progression costs
(Source: Cyberpunk RED Core Rulebook, pp. 333-412)