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Cyberpunk RED
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Cyberpunk RED

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$30.00

Welcome to the Time of the Red, Choomba! The Megacorporations spent decades wrecking everything and in the aftermath of their last War, everyone has to fend for themselves.

A man with a cyberarm and a cowboy hat walks through a Night Market, exploring what's for sale.

But that’s just fine. You can handle it. After all, in a world of vicious boostergangs, rampaging cyborgs, corporate assassins, and nihilistic doomsday cults, there’s only one rule: Always take it to the Edge.

Take the big risks, get the big rewards. Be the action, start the rebellion, light the fire. Never drive slow when you can blaze a trail.

You’ve hooked your Militech pistol to the interface in your brain; upgraded your cybernetic fist with carbo-glas blades; and installed cybereyes that can pierce through the red haze like morning fog. There’s a world full of opportunities out there, just waiting for the right Edgerunner. Maybe that’s you.

Three edgerunners cautiously make their way down a corridor during an infiltration mission.

Cyberpunk RED is the latest edition of the classic tabletop roleplaying game of the Dark Future and encompasses everything you need to explore the post-War world of the Time of the Red, including:

  • A dense, deep-dive into the history and geography of Night City and the greater Cyberpunk world, and plenty of the lore about the Time of the Red.
  • Ten unique Roles for you to play: charismatic Rockerboys, lethal Solos, quick-hacking Netrunners, inventive Techs, lifesaving (and taking) Medtechs, hard-hitting Medias, duty-bound Lawmen, scheming Execs, clever Fixers, and range-riding Nomads.
  • A huge collection of useful tools, powerful weapons, protective armor, and gleaming cyberware to help you rule the Street.
  • Three Screamsheet adventures to show you what Cyberpunk is all about.
  • Pregenerated opponents perfect for populating the Combat Zones and Corporate compounds, plus encounters that use them to bring the City to life.

Want to try out Cyberpunk RED but not ready to take the big plunge? We've got you covered. Check out the Cyberpunk RED Jumpstart Kit, the perfect introduction to the Cyberpunk universe. Or, if you want to go classic, you can always pick up the legendary previous edition of this game, Cyberpunk 2020.

The Cyberpunk RED Jumpstart Kit box 

Additionally, play now on Virtual TableTop!

One of the screamsheet adventures in Cyberpunk Red is available now for play — FREE! — on Astral TableTop. The QuickStart comes with pregenerated characters and character sheets wired up for automated rolling. It also offers the GameMaster some guidance on playing the scenario on Astral for those GMs new to Astral or new to virtual tabletops (VTT).

After checkout, look for the link to unlock your adventure on Astral. Alternatively, you can just create an account on Astral; once you're on the "Home" page, you'll see the Cyberpunk Red adventure there in the list of free QuickStarts.

 
 Customers Who Bought this Title also Purchased
Reviews (7)
Discussions (56)
Customer avatar
Phillip G November 25, 2020 10:27 pm UTC
PURCHASER
I love the fact that you are updating the PDF with the errata. I have bought a ton of pdfs from others that have had game busting errors and never bothered to even respond to the dozen or so comments pointing them out, but you all are on it.
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 11:33 pm UTC
PUBLISHER
Thank you!
Customer avatar
Reinhard H November 25, 2020 10:23 pm UTC
PURCHASER
Thank you for the great book.

My question:
Does the security officer's template on page 415 suggest that speedware increases reflexes, dexterity and move by 2? This is not mentioned in the description of speedware.
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 11:34 pm UTC
PUBLISHER
The changes are due to Medium Armorjack, which is a -2 to REF, DEX, and MOVE. The numbers in ( ) are "when armor is worn" numbers.
Customer avatar
Roy W November 25, 2020 2:05 pm UTC
Is there a projected date for a POD version of this PDF?
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 2:34 pm UTC
PUBLISHER
We don't generally offer new books as PoD, so it won't be coming for several years at the earliest.
Customer avatar
Craig H November 26, 2020 6:28 pm UTC
Aside from PoD, will there be any print run of this book? If so, is there an expected date for this?
Customer avatar
R. Talsorian Games, Inc. C November 26, 2020 6:42 pm UTC
PUBLISHER
Hi! The physical book is currently available! Check with your friendly local gaming store. You can also order it directly from R. Talsorian games via our webstore.
Customer avatar
Mihaly V November 24, 2020 10:27 pm UTC
Bought the book from a different source and preparing for our first game with it now. The question came from a tech player: which skill to fix armor? (Apologies if already asked)
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 12:49 am UTC
PUBLISHER
Thanks! You repair armor with Weaponstech.
Customer avatar
Patrick S November 24, 2020 7:02 pm UTC
Hhhmm, that competent 2star review has me convinced to buy this game.
Customer avatar
Joris F November 26, 2020 1:54 am UTC
PURCHASER
Happy it helped you decide.
Customer avatar
Joe B November 23, 2020 7:39 pm UTC
So on page. 391 of the new rulebook, in the "Setting The Mood" section, it mentions the name Kandinsky alongside Vangelis for recommended listening. Does anyone know who they are referring to? I can't seem to find the artist. Is it a typo? Are they referring Kavinsky? I'd appreciate the help!
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 12:49 am UTC
PUBLISHER
Kavinsky, yes. Sorry. We'll fix that in the next errata pass.
Customer avatar
Joe B November 26, 2020 7:48 pm UTC
Thank you! Keep up the amazing work.
Customer avatar
Jerome H November 23, 2020 12:10 am UTC
PURCHASER
Fantastic book, but I do have a question. Will there be a GM's Screen PDF that I can work from?
Customer avatar
R. Talsorian Games, Inc. C November 23, 2020 1:55 pm UTC
PUBLISHER
GM's screen is in progress of being finished.
Customer avatar
Will T November 22, 2020 10:15 pm UTC
PURCHASER
Just in case some are unaware, there are some excellent tutorial and real play videos on YouTube with more being added all the time. They really help.
Customer avatar
Phillip G November 22, 2020 10:04 pm UTC
PURCHASER
What happens if you are a couple of games into the campaign and someone dies? Do they just start at zero or do they transfer accumulated IP?
Customer avatar
Jerome H November 22, 2020 11:59 pm UTC
PURCHASER
That depends on the GM. I'm willing to let players transfer over accumulated IP, but if I get someone who's character cycling to find some kind of weak point in my game...well, death isn't the only outcome :-)
Customer avatar
Ben D November 22, 2020 9:12 pm UTC
PURCHASER
Congrats to everyone at R Talsorian for a great update in this version. I wondered what the chances are of getting an EZ Reference sheet or two like what was provided for the Jumpstart Kit but updated for the final rules?
Customer avatar
R. Talsorian Games, Inc. C November 23, 2020 1:56 pm UTC
PUBLISHER
There will be a GM Screen, which will be similar in nature to the EZ Reference Card in the Jumpstart Kit available in the future.
Customer avatar
Ben D November 26, 2020 4:16 pm UTC
PURCHASER
Fantastic. I threw one together myself but it'd be awesome to have an official one. Again, great work and thanks to everyone at RTG
Customer avatar
Luigi C November 22, 2020 11:19 am UTC
PURCHASER
...and, are all programs in core actually expected to have REZ 7, or 0 it the are attack program?
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 2:36 pm UTC
PUBLISHER
Attack Programs are "fire and forget". You load them when you make an Attack Action (as part of the action) and as soon as the Action is resolved, the program deactivates.
Customer avatar
Luigi C November 22, 2020 11:15 am UTC
PURCHASER
I think that on page 203 the Speedy Gonzalves program was meant to add+2 to Slide and not to Speed , maybe?
Customer avatar
Luigi C November 22, 2020 11:42 am UTC
PURCHASER
Ok, found the function of Speed mods against ICE later on, thanks
Customer avatar
Phillip G November 22, 2020 8:00 am UTC
PURCHASER
Just ran my first combat with the system and had some issues. One of my players tried to throw a knife and we could find no rules for throwing anything. Is there a way for dealing with combat that doesn't require a map? Who goes first if people roll the same initiative result? Is there any way to improve your attributes after character creation? Why doesn't speedware increase Reflex?
Customer avatar
Gray Skyler Micah F November 22, 2020 9:59 am UTC
PURCHASER
Hi, I thought I could answer (some) of your questions:
1. On page 177 you find the rules for throwing both another person and an object. For throwing an object you are making a Ranged Attack using DEX+Athletics+1d10. You are using the Grenade Launcher DVs and can throw the object up to a maximum of 25m.
2. You don't have to use a map. You as a GM just have to know the distances between the players and enemies. If you know the distances you don't have to use a map.
3. page 168: "Resolve ties by rolling again until the higher number wins"
4. not that I'm aware of but you as the GM can always choose to make houserules for that.
5. I don't know :D

I hope this was at least a little bit helpful.
Customer avatar
Phillip G November 22, 2020 8:34 pm UTC
PURCHASER
Thank you so much. You have no idea how much time you just saved me.
Customer avatar
Aaron M November 21, 2020 9:55 pm UTC
PURCHASER
Tech question:
There seems to be a rules gap on installing cyberware fabricated by a tech.

Say a tech makes an independent air supply (V. Expensive, 1000 EB). That'll cost the tech 500 EB in parts, and the relevant time and skill checks. Now how does he or she stick it in?
> Page 110 says that "Installation surgery is always included at no extra charge, including at Character Generation." A tech isn't buying it, so I can't imagine a mall/clinic/hospital would install it for nothing, but a tech can't do their own installs.
> Page 338 says night markets will refer customers to a favored ripperdoc for free installation, but the tech isn't a fixer, and didn't spend money at a night market, so they've got no reason to help.
> Page 376 lists the prices of found cyberware installation as equal to the price of buying and installing at a hospital (compare prices between 376 and 112, for example), but now the tech is paying 500 to make and 1000...See more
Customer avatar
Jerome H November 23, 2020 12:06 am UTC
PURCHASER
Gray area. But simple way would just be to factor 10-20% of the total cost of the Cyberware, as requisite equipment, plus the Medtech Hustle number 5 as their pay for the work. So, if you have a piece of Cyberware that costs 5,000ebs, it's 500-1,000eb for the ancillary parts/installation equipment, plus 200-600eb for the skill of the Ripperdoc Medtech to install it. So, between 700-1600 for the ware.

To be clear, that's for Cyberware made by a tech, and installed by someone else. I believe the purchase price factors in installation if such ware is BOUGHT.
Customer avatar
Garrett T November 24, 2020 12:10 am UTC
PURCHASER
This works out fine enough for a number of things, but cheap 'ware (<100 to buy & get installed at a clinic, like cybereyes) get their price vastly increased by this.

And, uh, there do not appear to be rules for failed cyberware installations.
Customer avatar
Rich R November 25, 2020 7:53 pm UTC
I would propose an alternative to Jerome here. I would assume that the Medtech in questions has the requisite equipment and would simply factor in 20% of the REGULAR price of the item as their fee for Mall and Clinic cyberware.

For Hospital grade Cyberware, I'd go with the Medtech Hustle number 5, since you're paying for some serious surgery there choomba.

It does cut down a lot on the savings with respect to the cheaper items, but I view that as the cost of being able to craft your own items without being beholden to market availability. YMMV depending on how your GM factors in those things.
Customer avatar
R. Talsorian Games, Inc. C November 25, 2020 8:15 pm UTC
PUBLISHER
Hi there!

You need a Medtech to install it. You'd use the rules for Found Cyberware and either make a deal or pay the eb.
Customer avatar
Aaron M November 25, 2020 8:27 pm UTC
PURCHASER
Many thanks! This was one of two points causing friction starting a game, so I'm glad to have it resolved.
Customer avatar
loic P November 21, 2020 12:49 pm UTC
PURCHASER
Best iteration of the game by far. Really enjoy it so far.
Could we expect the same kind of game reference sheets we had in the Jumpstart kit ?
In addition, the fillable player Character sheet miss a few automations (like computing the base on skills - or might be my Acrobat version).
That said i really love the way you fixed all little glitches from the CP2020. CP Red Interlock version is a really solid system.
Customer avatar
R. Talsorian Games, Inc. C November 21, 2020 2:04 pm UTC
PUBLISHER
The sheet doesn't compute the base on Skills because several things could modify beyond STAT and Skill level (such as cyberware and Role Abilities) and we wanted people to be able to account for those numbers.

And thank you!
Customer avatar
scott E November 21, 2020 4:34 am UTC
PURCHASER
Columbia should be Colombia. In 2nd Central American War.
Customer avatar
R. Talsorian Games, Inc. C November 21, 2020 2:04 pm UTC
PUBLISHER
We'll make that change. Thanks!
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Product Information
Mithral seller
Rule System(s)
Pages
459
Publisher Stock #
CR3001
File Size:
195.51 MB
Format
Original electronic
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File Last Updated:
November 25, 2020
This title was added to our catalog on November 13, 2020.