Rules reference
Skills in Cyberpunk RED
Skills overview and how checks typically work. Cyberpunk RED is a tabletop RPG set in Night City in the year 2045, a dystopian future where corporations rule, cyberware is common, and life is cheap. Players take on the roles of Edgerunners: cyberpunks, netrunners, solos, and other denizens of the mean streets trying to survive and thrive in a world of chrome and corruption.
Key points
Skills describe trained competence. Use this page to quickly understand what the skill list covers and how to pick priorities.
- 10 Roles: Netrunner, Solo, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad, Rockerboy
- d10 system: Roll Stat + Skill + 1d10 against Difficulty Value
- Improvement Points (IP): Used instead of XP for advancement
- Cyberware system: Enhance abilities but cost Humanity
- Role Abilities: Unique powers for each Role
- Combat system: Fast-paced action with armor, weapons, and cyberware
| Skill | Linked attribute | Description |
|---|---|---|
| Basic Tech | TECH | General repair and jury-rigging gear |
| Electronics/Security Tech | TECH | Bypassing alarms and cracking electronic security |
| Cybertech | TECH | Installing, repairing, and understanding cyberware |
| Weapons Tech | TECH | Maintaining and customizing weapons |
| Demolitions | TECH | Placing and disarming explosives |
| Land Vehicle Tech | TECH | Repairing and modifying ground vehicles |
| Sea Vehicle Tech | TECH | Maintenance and repair for boats and watercraft |
| Stealth | DEX | Staying unseen and unheard |
| Perception | INT | Noticing danger and important details |
| Tracking | INT | Following trails and breadcrumbs |
| Concentration | WILL | Staying focused under pressure |
| Conceal/Reveal Object | INT | Hiding items or finding hidden ones |
| Lip Reading | INT | Understanding speech by watching lips |
| Handgun | REF | Pistols, revolvers, and one-handed firearms |
| Shoulder Arms | REF | Rifles, shotguns, and assault rifles |
| Autofire | REF | Walking bursts across targets |
| Heavy Weapons | REF | Grenade and rocket launchers |
| Archery | REF | Bows and crossbows |
| Melee Weapon | DEX | Blades, batons, and melee weapons |
| Brawling | DEX | Fists and dirty fighting |
| Martial Arts | DEX | Formal close-quarters combat training |
| Evasion | DEX | Ducking and weaving to avoid attacks |
| Athletics | DEX | Running, jumping, climbing, and physical stunts |
| Endurance | WILL | Pushing through pain and exhaustion |
| First Aid | TECH | Emergency medical treatment |
| Drive Land Vehicle | REF | Driving cars, bikes, and trucks |
| Pilot Air Vehicle | REF | Flying AVs and aircraft |
| Pilot Sea Vehicle | REF | Handling boats and watercraft |
| Riding | REF | Controlling animals and mounts |
| Human Perception | EMP | Reading emotions, motives, and lies |
| Conversation | EMP | Drawing out information through talk |
| Persuasion | COOL | Convincing people through charm or pressure |
| Streetwise | COOL | Knowing how the street works |
| Trading | COOL | Haggling and cutting deals |
| Bribery | COOL | Greasing the right palms |
| Interrogation | COOL | Leaning on people until they crack |
| Leadership | COOL | Rallying allies and giving orders |
| Acting | COOL | Pretending to be someone you're not |
| Play Instrument | TECH | Performing music live |
| Personal Grooming | COOL | Looking sharp enough to pass anywhere |
| Wardrobe & Style | COOL | Dressing the part |
| Education | INT | General schooling and book learning |
| Local Expert | INT | Knowing a specific neighborhood inside out |
| Language | INT | Speaking a particular language |
| Library Search | INT | Digging through archives and databases |
| Science | INT | Specialized scientific knowledge |
You attempt a hack or a shot: roll Stat + Skill + 1d10 vs DV. Before rolling, agree what success changes (access gained, target down, alarm triggered on failure).
If you can’t hit the DV reliably, change approach: get better positioning, better tools, or reduce risk first.
- Mistake: Rolling without stakes. Fix: Say what success changes and what failure costs before rolling.
- Mistake: Treating failure as ‘nothing happens’. Fix: Fail forward: you still learn something, but pay a cost (time, exposure, resources, harm).