The short answer
Humanity Loss makes cyberware a character decision, not a ban on using chrome. Your Humanity starts at EMP x 10, installing elective cyberware and surviving trauma lowers it, and every time its tens digit drops your effective EMP drops by 1. Therapy can win some of it back, but installed chrome caps how much. Then use the consequence in play: why did this character choose the upgrade, what pressure did it answer, and who helps them stay connected afterward?
The useful question is not "How much chrome is too much?" It is "What does this install change about the character's work, relationships, and next recovery decision?" That framing makes cyberware meaningful without treating illness, disability, or care as a villain origin story.

Hot take
Do not make Humanity Loss a surprise tax for players who engage with cyberware.
Make it visible before the choice, then give it a real story response: a clinic relationship, downtime, a difficult conversation, an old habit the character works to keep, or a line they refuse to cross. The caveat is that the group must want this material on screen. If body horror, medical trauma, addiction, or mental-health themes are outside the table's boundaries, keep the rule mechanical and veil the fiction around it.
Humanity connects mechanics to the character
The Core Rulebook defines Humanity through empathy for others and self-regard. It is a derived STAT: a character gets 10 Humanity for each point of EMP, so EMP 5 means 50 Humanity. Empathy then tracks Humanity in steps. Each time Humanity Loss lowers the tens digit, effective EMP falls to match. The book's example is a character at 44 Humanity who keeps EMP 4 until they drop to 39, then has EMP 3. A character at 50 who loses even 4 points drops straight to EMP 4.
That pressure is deliberate: an augmentation choice costs more than money and a prerequisite. EMP feeds social Skills, and it also sets where cyberpsychosis begins.
It is not a morality meter. Low Humanity does not establish that a character is cruel, disposable, or destined to betray the crew. Use it to ask better questions instead:
| Ask before the install | What it gives the table |
|---|---|
| What recurring job problem does this solve? | A reason for the upgrade beyond a generic bonus. |
| Why does the character accept this change now? | A personal stake the player controls. |
| Who notices the difference first? | A relationship, rival, fixer, or teammate with a concrete response. |
| What care or downtime follows? | A recovery scene, clinic debt, or off-screen boundary the table can choose. |
The Cyberware Guide covers prerequisites, capacity, and the wider buying process. Use this guide when the Humanity side of that decision needs equal attention.
What can cause Humanity Loss
Elective cyberware installation is the main source of Humanity Loss. Every cyberware entry lists a fixed number followed by dice, and which one you use depends on timing:
| When the install happens | Humanity Loss you take | Examples from the Core Rulebook |
|---|---|---|
| Character creation | The fixed value, already worked out for you. | Cyberarm or Neural Link 7, Rippers 3. |
| Any time after creation | Roll the dice in parentheses. | Cyberarm 2d6, Rippers 1d6, Sensor Array 4d6. |
| Paired options | Pay the loss for each half of the pair. | Low Light/Infrared/UV takes a Cybereye on each side. |
| Coverings and 0-HL items | No loss. | Plastic, RealSkinn, and Superchrome limb coverings. |
The GM can also attach Humanity Loss to traumatic events. The book lists 1d6 for a traumatic physical or mental incident, such as torture or witnessing a horrific death, and 2d6 for long-term stress such as kidnapping, imprisonment, starvation, or a month in constant danger. Don't go hunting for extra penalties. Catastrophe and chosen alteration both create pressure that deserves the same clear expectations as a combat consequence.
The book separates elective augmentation from therapeutic replacement. Replacing a lost or damaged body part with a cloned limb or Medical-Grade Cyberware is care, and it costs no Humanity. Therapeutic medical implants and Bodysculpting used for gender affirmation are treated the same way. Only cyberware that replaces working body parts or pushes the body beyond the human baseline counts. Swap that replacement arm for a cyberarm with knives in the knuckles, and the loss applies. Keep that distinction intact at the table.
Cyberpsychosis is not a violence shortcut
The Core Rulebook describes cyberpsychosis through dissociation, low Empathy, and compulsive augmentation beyond the human baseline. It does not say that every augmented person has it, and it explicitly says cyberpsychosis is "not necessarily always violent." The Cyberpsychosis Guide owns the EMP thresholds, the one condition that hands a character to the GM, and how to run each step at the table.
What belongs here is the decision that leads up to it. Do not turn a mental-health term into shorthand for "monster to fight," or use a player's character sheet to remove agency without a prior agreement. Humanity Loss is a budget a player spends deliberately, not a countdown to a villain.
Before a campaign touches this material, establish lines and veils around surgery, body horror, trauma, addiction, and mental-health themes. Then keep checking in. A character can be overwhelmed without the group needing detailed on-screen medical trauma, and a recovery scene can happen off screen if that is what the table prefers.
Get the Free GM Session Kit
Session Zero template, recap format, and a pricing cheat sheet - everything you need to run a better table and, if you want, get paid for it.
No spam, unsubscribe anytime.
Therapy is a campaign resource
The Core Rulebook's therapies can restore lost Humanity or end an addiction. A Medtech runs them using the Medical Tech Skill from their Medicine Role Ability. Each one takes a full week in which doctor and patient do nothing else, then the Medtech rolls against the therapy's DV. A failure wastes the week and the materials, and a Medtech cannot treat themselves.
| Therapy | Cost | Result |
|---|---|---|
| Standard Humanity Loss | 500eb | Patient regains 2d6 Humanity. |
| Extreme Humanity Loss | 1,000eb | Patient regains 4d6 Humanity. |
| Addiction | 1,000eb | Patient is freed of one addiction. |
The cap is what keeps therapy from being a free reset. Each installed piece of cyberware lowers your maximum Humanity by 2, and each piece of borgware lowers it by 4. Cyberware with 0 Humanity Loss does not count. A character with EMP 6 and five ordinary implants can climb back to 50 Humanity through therapy, but not to 60, unless some of that chrome comes out. The patient also pays 100eb a night if they stay in the hospital during treatment.
In the fiction, decide how visible the process should be:
| Table preference | Useful treatment framing |
|---|---|
| Recovery is a spotlight scene | A Medtech, clinic, or trusted friend gives the character space to reconnect. |
| Recovery is a campaign cost | The crew chooses whether it can afford the time, money, or missed job. |
| Recovery stays off screen | The player marks the downtime and the group moves to the next mission. |
For a combat-focused character, therapy can make the Solo Guide more interesting: the question is not only what protects the crew in a firefight, but what lets the Solo remain part of that crew between jobs.
A five-minute upgrade conversation
Before buying or installing cyberware, give everyone a short, predictable conversation:
- Name the job pressure that motivates the upgrade.
- Confirm its exact prerequisites, capacity, cost, and Humanity Loss (fixed value or dice) in the relevant book.
- Work out whether the loss drops the tens digit of Humanity, and so EMP.
- Ask what the character gives up, protects, or changes by choosing it.
- Set the desired on-screen detail for installation and recovery.
- Identify one future scene the upgrade or its consequence could create.
That process gives the player control over their character's story, gives the GM usable hooks, and stops Humanity from arriving as a vague punishment after the fact.
Where to go next
- Return to the Cyberware Guide for the live parent hub and the full cyberware decision process.
- Read the Cyberpsychosis Guide for the Core Rulebook thresholds, player agency, recovery, boundaries, and responsible GM practice.
- Read the Cyberware Slots Guide before assuming a foundation has room for the upgrade.
- Read the Cyberpunk RED Medtech guide for Medicine, therapy, and the care around cyberware procedures.
- Read the Solo Guide when combat choices and crew protection are driving the build.
- Visit the Cyberpunk RED Guide Hub or guide directory for every published route.
Sources and scope
This guide summarizes Humanity, Empathy, cyberware-related Humanity Loss, trauma, therapeutic replacement, therapy, and cyberpsychosis context from the Cyberpunk RED Core Rulebook. It quotes the Humanity and EMP rule, selected Humanity Loss values, the trauma values, and therapy costs and results to support table decisions, and does not reproduce cyberware catalogs or the full cyberpsychosis procedure. Use the Core Rulebook for exact rules and item details.


