cyberpunk red

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cyberpunk red

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Cyberpunk RED First Session Guide: Run A Low-Prep First Job
cyberpunk red

Cyberpunk RED First Session Guide: Run A Low-Prep First Job

Run a first Cyberpunk RED session with a clear crew hook, a visible job, two real approaches, and a closing consequence without turning the night into rules homework.

Andrew Blase
2026-08-02
8 min read
Cyberpunk RED Guide: How to Start Playing, for Players and GMs
cyberpunk red

Cyberpunk RED Guide: How to Start Playing, for Players and GMs

A source-checked Cyberpunk RED hub for new players, returning edgerunners, Netrunners, and GMs: what to buy, how the d10 check works, how to run a first job, and where every rule lives.

Andrew Blase
2026-08-01
15 min read
Cyberpunk RED vs 2077, 2020, and the Edgerunners Mission Kit: Which to Play
cyberpunk red

Cyberpunk RED vs 2077, 2020, and the Edgerunners Mission Kit: Which to Play

A source-checked Cyberpunk RED comparison guide: how the tabletop game relates to Cyberpunk 2077, what Cyberpunk 2020 veterans must relearn, what the Edgerunners Mission Kit covers, and which entry point fits your table.

Andrew Blase
2026-08-01
25 min read
Cyberpunk RED vs Shadowrun: Choose Street-Level Cyberpunk Or Cyberpunk Fantasy
cyberpunk red

Cyberpunk RED vs Shadowrun: Choose Street-Level Cyberpunk Or Cyberpunk Fantasy

A source-checked Cyberpunk RED versus Shadowrun comparison: genre, magic, netrunning, rules expectations, and the clear table-fit verdict.

Andrew Blase
2026-08-01
9 min read
Cyberpunk RED Cyberware Guide: Humanity, Slots, And Cyberweapons
cyberpunk red

Cyberpunk RED Cyberware Guide: Humanity, Slots, And Cyberweapons

A source-checked Cyberpunk RED cyberware guide: Humanity Loss and EMP, cyberpsychosis, therapy, foundations and Option Slots, cyberweapons, and what Black Chrome adds to a build.

Andrew Blase
2026-08-01
20 min read
Cyberpunk RED Cyberpsychosis Guide: Keep The Mechanics Human
cyberpunk red

Cyberpunk RED Cyberpsychosis Guide: Keep The Mechanics Human

A careful Cyberpunk RED cyberpsychosis guide: the Core Rulebook EMP thresholds, when the GM takes over, therapy and recovery, safety tools, and GM practice that avoids a violence shortcut.

Andrew Blase
2026-08-01
8 min read
Cyberpunk RED Cyberware Slots Guide: Build Capacity Before Chrome
cyberpunk red

Cyberpunk RED Cyberware Slots Guide: Build Capacity Before Chrome

Plan Cyberpunk RED cyberware Option Slots: foundation slot counts, the 7-slot Fashionware and body pools, paired options, meat-limb exceptions, stacking, and Black Chrome variants.

Andrew Blase
2026-08-01
9 min read
Cyberpunk RED Humanity Loss Guide: EMP, Therapy, And Cyberpsychosis
cyberpunk red

Cyberpunk RED Humanity Loss Guide: EMP, Therapy, And Cyberpsychosis

How Humanity Loss works in Cyberpunk RED: Humanity = EMP x 10, cyberware and trauma loss, when EMP drops, therapy that restores 2d6 or 4d6, and how to run cyberpsychosis responsibly.

Andrew Blase
2026-08-01
8 min read
Cyberpunk RED Gear Guide: Weapons, Vehicles, Night Markets, And The Night Market Index
cyberpunk red

Cyberpunk RED Gear Guide: Weapons, Vehicles, Night Markets, And The Night Market Index

A source-checked Cyberpunk RED gear guide: the eight Price Categories, how Night Markets and Fixers control access, how to read the official Night Market Index, core weapon and vehicle stats, and how to pick gear for the job the crew is actually running.

Andrew Blase
2026-08-01
32 min read
Cyberpunk RED Armor Guide: Protect The Plan, Not Just The Character
cyberpunk red

Cyberpunk RED Armor Guide: Protect The Plan, Not Just The Character

A source-aware Cyberpunk RED armor guide for choosing protection by Stopping Power, head and body coverage, armor penalties, ablation, concealment, special properties, and the job the crew needs to finish.

Andrew Blase
2026-08-01
8 min read
Cyberpunk RED GM Guide: Jobs, Screamsheets, And Trauma Team
cyberpunk red

Cyberpunk RED GM Guide: Jobs, Screamsheets, And Trauma Team

A practical Cyberpunk RED GM guide for building jobs that put the crew under pressure, turning Screamsheets into leads, and running Trauma Team coverage, extraction, and medical aftermath fairly.

Andrew Blase
2026-08-01
18 min read
Cyberpunk RED Netrunning Guide: NET Architecture, Black ICE, And Crew Play
cyberpunk red

Cyberpunk RED Netrunning Guide: NET Architecture, Black ICE, And Crew Play

How Cyberpunk RED netrunning works at the table: Interface and NET Actions, building NET Architectures, Black ICE and Demons, Slide, programs, and keeping the Netrunner inside the crew's physical job.

Andrew Blase
2026-08-01
26 min read
Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run
cyberpunk red

Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run

Choose a Cyberpunk RED Cyberdeck by its shared program-and-hardware slots, required interface gear, upgrade tradeoffs, and campaign availability.

Andrew Blase
2026-08-01
8 min read
Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job
cyberpunk red

Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job

Choose Cyberpunk RED Netrunning programs by job: understand Boosters, Defenders, Attackers, activation, REZ, and how deck slots shape real crew decisions.

Andrew Blase
2026-08-01
8 min read
Cyberpunk RED Night City Guide: Districts, Gangs, And Corporations As Job Pressure
cyberpunk red

Cyberpunk RED Night City Guide: Districts, Gangs, And Corporations As Job Pressure

A Cyberpunk RED Night City guide for GMs: the Core Rulebook zones and Threat Ratings, how to prep a district, how to run gangs and factions, and how to make corporations into concrete job pressure.

Andrew Blase
2026-08-01
27 min read