Cyberware

Homebrew adaptation of the original Rules/CPRED/Cyberware/Cyberware rules implemented in Cyberpunk RED (HUB).
For examples on every Cyberware option, see Cyberware Classes.

MAIN RULE: Cyberware is activated by the user in a relevant situation[1]. The player then adds as many Action Dice to their roll as the Cyberware's Quality (a value from 1 to 3). They also increase their Cyberpsychosis.

EXCEPTIONS: Some life-altering Cyberware, especially Borgware and heavy physical cyberware are passive, which means they reduce Danger Dice instead and do not increase Cyberpsychosis on use.
This type of Cyberware gives Trauma to the user depending on its Quality, which in turn lowers their Humanity.

CYBERPSYCHOSIS: If, after activating Cyberware, the player has more Cyberpsychosis than his Humanity score, he suffers from Cyberpsychosis Symptoms. They roll a d10 and add any Nerve Degeneration they might have.

HUMANITY: A value from 1 to 10, Humanity usually starts at 7 to 8. Players may raise their Humanity by bringing positive change, going to therapy, having long-lasting healthy relationships etc. Most often than not, players will lose Humanity due to incurring psychological Traumas.


  1. i.e. bonuses to perception won't help lifting a car, unless motivated by the player in a convincing way for the table. ↩︎