πŸ”§ Repair & Crafting

β€œIn Night City, everything breaks. The question is: can you fix it, or do you pay someone who can?”

With pre-War manufacturing capacity still wrecked, keeping gear functional matters. A Kevlar vest with 0 SP is just a jacket. Any character can repair items β€” you don’t need the Tech Role β€” but the really impressive stuff (upgrading, fabricating from scratch) is Tech-exclusive.


πŸ”© DIY Repair

You roll: TECH + Skill + 1d10 vs the target number. One successful roll restores the item to perfect condition. No materials needed β€” just time and know-how. On failure, the item is unharmed β€” you just wasted the time.

Item ExamplePrice CategoryTargetTimeNPC Fee
Cheap clothes, glow sticksCheap / Everyday91 hour~50eb
Kevlar vest, Medium PistolCostly136 hours~100eb
Light Armorjack, Agent phonePremium171 day~200eb
Heavy Armorjack, CyberarmExpensive211 week~500eb
Assault Rifle, CyberlegVery Expensive242 weeks~1,000eb
Metalgear, Exotic weaponsLuxury+291 monthβ€”

What can I realistically fix?

Your roll is TECH + Skill + 1d10.

  • TECH 5 + Basic Tech 3 = base 8. Average d10 (5-6) gives 13-14 β€” you can reliably fix Costly items (Kevlar, pistols). Premium (Armorjack) needs a lucky roll.
  • TECH 8 + Weaponstech 6 = base 14. You can handle almost anything up to Very Expensive.

Can’t hit the number? Pay an NPC β€” they always succeed (it’s abstracted).

Which Skill?

Item TypeRepair Skill
WeaponsWeaponstech
CyberwareCybertech
Electronics, cyberdecks, securityElectronics/Security Tech (Γ—2)
Vehicles (Land/Air/Sea)Vehicle Tech (Land/Air/Sea)
Armor, everything elseBasic Tech

Good to Know

  • Ablated armor? One repair job restores full SP.
  • Cyberware armor (Skin Weave, Subdermal Armor) self-repairs 1 SP/day with rest β€” no shop needed.
  • Destroyed items (0 HP) can’t be repaired β€” you need a replacement or a Tech with Fabrication.

πŸš— Vehicle Repairs

Vehicles scale difficulty by damage taken, not price category.

Roll: TECH + Vehicle Tech + 1d10 vs target.

Damage TakenTargetTime
1-10136 hours
11-20151 day
21-30172 days
31-40213 days
41+241 week
Destroyed172 weeks

πŸ”« Weapon Attachments

Attachments (scopes, mags, suppressors) are bolt-on upgrades that anyone can buy and install β€” no skill check required, just eddies and an available attachment slot. Most weapons have 1-2 slots.

For the full list of attachments, ammo types, and how they work: see Weapons and Gear.

Attachments vs Upgrades

Attachments are store items anyone can slot in. Upgrades (below) are permanent modifications that only a Tech can perform. A weapon can have both.


⬆️ Upgrading & Fabrication (Tech Only)

Requires Tech Role

Both Upgrading and Fabrication require the Maker Role Ability with the appropriate Expertise. Non-Techs can’t do this.

Upgrading improves an existing item. Roll: TECH + Skill + Upgrade Rank + 1d10 vs the same repair DV table. Requires materials of the same price category. Each item gets one upgrade only. Options include: lower cyberware HL by 1d6, add an option slot, halve repair time, make a weapon concealable, raise quality to Excellent, or add +1 SP.

Fabrication builds items from raw materials. Roll: TECH + Skill + Fabrication Rank + 1d10 vs the same table. Materials cost one price category lower than the finished item. On failure, start over β€” materials and items are unharmed.


❓ Quick Answers


  • Progression β€” Hub for progression and resources
  • Gear Durability β€” Damaged condition, maintenance system, malfunction tables (optional rules)
  • Salvaging β€” Finding Destroyed gear to repair
  • Money β€” Buying new vs. repairing old
  • Healing β€” Fixing your body, not your gear
  • Cyberware β€” Cyberware repair uses Cybertech

(Source: Cyberpunk RED Core Rulebook, pp. 139-148)