πŸ“ˆ Progression

β€œBetween the bullets, there’s life. Boring, expensive, dangerous life.”

In the Time of the Red, the old dollar is dead. The Eurodollar (eb) β€” β€œeddies” on the street β€” is the only currency that holds value. Corps pay in it. Fixers deal in it. And you’re 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. They’re all connected β€” eddies buy chrome, chrome costs Humanity, Humanity needs therapy (more eddies), skills need IP from dangerous gigs.


⚑ Quick Reference

Between Missions At A Glance

”How do I…”PageQuick Answer
Buy gear or weapons?MoneyUnder 500eb: any shop. Over 500eb: need a Fixer
Heal after a fight?HealingHP heals free at home (BODY/day). Critical Injuries cost 100-1,000eb
Fix broken gear?Repair & CraftingDIY: TECH + Skill + 1d10. Or pay an NPC
Keep gear maintained?Gear DurabilityLive at the right Lifestyle, or monthly Tech Check (optional rules)
Level up my skills?ImprovementSpend IP: Skill +1 = New Level Γ— 20 IP
Recover lost Humanity?HumanityTherapy: 500-1,000eb, recovers 2d6 HUM

βœ… 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, BODYΓ—2/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 (Γ—2 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

πŸ”„ How They Connect

         β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
         β”‚   Money   β”‚
         β””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜
      buys     β”‚     earns
    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
    β–Ό          β–Ό          β–Ό
β”Œβ”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚Chrome β”‚ β”‚Healingβ”‚ β”‚ Better   β”‚
β””β”€β”€β”€β”¬β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚ Gigs     β”‚
    β”‚costs          β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
    β–Ό
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚Humanityβ”‚
β””β”€β”€β”€β”¬β”€β”€β”€β”€β”˜
    β”‚needs
    β–Ό
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚Therapy │──→ costs eddies
β””β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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

πŸ’° 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

πŸ₯ 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

πŸ“ˆ 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

🧠 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

πŸ”§ 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

βš™οΈ 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


  • 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

← Back to Player Handbook

(Source: Cyberpunk RED Core Rulebook, pp. 333-412)