Build guide
Tech (Cyberpunk RED)
The Tech is an inventor and mechanic who builds, repairs, and upgrades equipment. Techs are cyberpunk engineers who use their Maker ability to fabricate, repair, and upgrade weapons, armor, and tech with scavenged materials.
The starting sheet
Every number this build starts with. Take it as your own and change anything, nothing here is locked.
Identity
- Role
- Tech
Stats
Core stats
- INT (Intelligence)
- 8
- REF (Reflexes)
- 6
- DEX (Dexterity)
- 6
- TECH (Technical Ability)
- 8
- COOL
- 5
- WILL (Willpower)
- 7
- LUCK
- 6
- MOVE
- 5
- BODY
- 6
- EMP (Empathy)
- 5
Skills
Tech
- Basic tech
- 6
- Electronics/security tech
- 6
- Cybertech
- 6
- Demolitions
- 4
- Land vehicle tech
- 5
- Air Vehicle Tech
- 3
- Weapons tech
- 6
- First aid
- 4
Awareness
- Concentration
- 4
- Perception
- 5
Combat
- Handgun
- 3
- Brawling
- 2
- Evasion
- 3
Body & vehicles
- Athletics
- 3
- Drive Land
- 2
- Stealth
- 2
Social & street
- Human perception
- 2
- Conversation
- 2
- Streetwise
- 2
Education & performance
- Education
- 5
- Language
- 2
- Library search
- 2
- Science
- 4
- Local expert
- 3
Role
- Role Ability
- Maker
- Role Rank
- 4
Recommended choices
Role
Priorities
- Specialize in a tech domain: cyberware, vehicles, weapons, or electronics.
- Use your Role Ability (Maker) to create unique upgrades and inventions.
- Keep fieldcraft skills for when you leave the workshop.
Play tips
- Offer upgrades and repairs to the team, it builds story hooks.
- Jury-rigging in the field is your signature move. Lean into it.
- Track components and materials; they fuel your Maker ability.