Here you can find a list of house rules I sometimes use to alter my table's experience with Cyberpunk Red. Feel free to adopt them for your own tables use, link back to this page to credit me.
This site is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees. Some rules inspired from JonJon the Wise.
"Why throw it away when you can convince some half-brained weef to use it for creative suicide
instead?"
-Rache Bartmoss
During your turn you can choose to forgo using a move action to instead take an "aim" action as your move action. This gives you a +1 to any attack actions made by your character for the rest of the round. Please note that this is separate from taking an aimed shot (CP:R 170), but can be combined with an aimed shot to give you a better chance of making it.
During your turn if you choose to move a number of m/yds equal to at least your MOVE, or (if playing on a grid) you move a number of squares equal at least to half of your MOVE (rounded down), you become harder to hit in Ranged Combat for the rest of the round. Your DV to be hit increases by 1. (This stacks with partial cover).
In addition to the normal locations (head, object held, leg), you can aim for a target's genitalia (take a -8 to your check). If a single point of damage gets through your target’s body armor, your target is knocked Prone and suffers the Foreign Object Critical Injury (5 bonus damage, and if the target moves more than 4m/yds on foot on their turn they resuffer this critical injury).
Whenever you make an evasion check to avoid damage during combat (CP:R 172), you add a cumulative -1 penalty for each additional evasion check. The cumulative penalty total resets whenever you take a Move action.
When combat begins (before Initiative is rolled), you may choose to declare a quick draw. Your total Initiative will be increased by +3, for the duration of that 1st Round. For the rest of that Round, any Attack actions you make will be done at a -2 penalty, and must be done before taking a Move action. (At the start of the 2nd Round of combat, your place in the Initiative Queue is reset as if you had not received the +3 bonus and the -2 Attack penalty).

Characters that flank an enemy (by standing in position on opposite sides of their target) gain a +1 bonus
to hit
with melee attacks. Beware enemies may also flank!
Unlike the standard rules for cover (CP:R 182), there are some materials and situations that might offer
partial
cover. Partial cover includes materials that will not stop a bullet, but might make it more difficult to aim
at you
(such as an office cubicle, a large cardboard box or tinted glass). In these situations you may have partial
cover.
The DV to hit you behind such partial cover is increased by 2. However, if the attacker hits, the partial
cover
offers no protection and is instantly destroyed, and you take full damage. Typically you need to be fully
behind
partial cover to gain this protection, if a target has unobstructed line of sight on you, partial cover will
not
apply.
Additionally, being prone counts as having partial cover against ranged attacks, unless the GM
rules that
being prone doesn't make you harder to hit in the given situation. Typically, if the attacker has an
unobstructed
line of sight, being prone does not make a target harder to hit. For example, if a sniper is aiming at a
target from
high above them, being prone offers no protective advantage to the target. (If you are prone and also
behind
partial cover you do not stack the partial cover and prone condition for a total of 4, instead the DV to
hit you
is increased by a total of 3.) While behind partial cover, you cannot be targeted by aimed shots.
Firing a Heavy SMG using Autofire or Suppressive Fire while using both hands grants a +1 bonus to the check.
To speed up gameplay and reduce math, the GM (Game Master) may tell you that a roll has "advantage" or
"disadvantage" based on circumstances. When you make a roll with advantage, you roll two dice and use the
better
result, adding that to any bonuses provided by your stats or equipment. Similarly, when you roll with
disadvantage
you roll two dice and take the worse result, adding that to any bonuses provided by your stats or equipment.
These
types of rolls can affect both player characters or NPCs. For example: a player character has had a bucket
of motor
oil dumped on them on a previous round, the GM rules that they have disadvantage on initiating grapple
with a Grab
action (since they can't grab anything and are slick with oil), but have advantage on defending against a
grapple
or to break out of a grapple.
When Lawmen call for backup it shows up in 1d3 (1d6 / 2) rounds instead of 1d6 rounds.
While not required, players may gain "Inspiration" by writing a journal entry before each session of play.
You may
use your Inspiration to re-roll any die roll before the outcome of such a check is known and choose between
which of
the two roll results to use. (For example: while attempting to attack an NPC in combat, you may declare you
are
using your Inspiration to roll a second d10 and take the result you prefer between the two rolls.) This is
similar
to receiving "advantage" (see above) on a roll, but is better because you do not need to decide to use your
Inspiration before making the first die roll and may instead choose to use the Inspiration to roll a 2nd
time if you
do not like the 1st result of the die roll. You can also use this Inspiration to make the GM re-roll one of
their
die rolls instead (you choose whether they keep the better or worse die roll).
Posting Journals helps everyone better understand your character and helps the GM better tailor the game to
each
character. Entries do not need to be written in first person, or even in a journal format. For example, you
may find
it preferable to write about something in your character's backstory or draw a scene from the previous
session etc.
Typically, characters regain hit points equal to their BODY stat for each full day spent resting (CP:R 222).
If a character is living at least a Generic Prepak lifestyle (CP:R 377) and not Living on the Street (or Living on the Street in A Vehicle without amenities) they regain additional hit points per day. See the following chart:
If a character is Living on the Street in a Vehicle with at least one, but not all of the required amenity upgrades (housing capacity, bulletproof windows, security etc - see CP:R 165 & 378), the DV15 Endurance Check is reduced to a DV13.
Players may spend 2 points from their current LUCK Pool before they roll a Check. If they roll a 1, the result does not count as a critical failure (dice will not explode negatively/no negative modifier). The roll still counts as a total of +1 to the check.
The first player to roll a Critical Failure (1) during the game session will receive 1 temporary extra Luck point to their Luck Pool to spend that session. This goes away if not used by the end of the session.
If a player has forgotten something/didn't specify something, but the GM believes that it is reasonable that their character may have done it/have prepared for the situation, they will ask the player to roll a d10. If they roll under their current LUCK Pool, then the character luckily had it ready. Otherwise they're not so lucky and are unprepared. If the Luck Check is successful, their current LUCK Pool is drained by 1.
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