Skip to main content

Athletics (Cyberpunk RED)

Skills

Definition

Athletics covers general physical capability: sprinting across a rooftop, climbing a fence, hauling yourself through a window, throwing something accurately. It is the skill that decides whether the terrain of Night City is an obstacle or a route. At the table Athletics is a mobility skill in a game where mobility is survival. Getting to cover, getting over a wall between you and pursuit, getting to a downed teammate before the next round lands: these are Athletics rolls, and they show up in almost every action scene. It also handles the escape route, which is why crews with no athletic characters tend to plan jobs they cannot leave quickly.

How it works

**Linked Stat**: DEX **Category**: Body **Resolution**: 1d10 plus DEX plus skill level against a DV set by the obstacle, from 9 for a low fence up toward 21 for a jump nobody sensible would attempt. A natural 10 adds a further roll and a natural 1 subtracts one. **Related stats**: How far you travel in a turn comes from your MOVE stat rather than this skill, and how much you can carry comes from BODY times 10 pounds. Athletics governs whether the difficult movement succeeds, not the routine distance.

Tips

**Best for**: Every character who might have to leave somewhere quickly, which in this game is every character. **Character concepts**: A rooftop courier, a Solo who fights by moving, a Nomad who grew up outdoors, a Rockerboy who gets out of venues through the back. **Synergies**: Stealth and Athletics together are the infiltration package. Evasion covers you while you cross open ground, and Endurance decides whether you can keep going after the sprint.

Frequently asked questions

Does Athletics set my movement speed?

No, MOVE does. Athletics decides whether a specific difficult action works: the climb, the jump, the vault. Ordinary running each turn is handled by your MOVE stat with no roll at all.

Is Athletics used for throwing?

Yes, thrown objects and general physical stunts fall under it. That makes it quietly relevant in combat for grenades and improvised throws even on a character with no weapon skills.

How much should a non-combat character take?

Around 3 or 4 covers most ordinary obstacles at DVs of 9 and 13. It is one of the best small investments on the sheet, because the alternative is being the person who cannot follow the crew out.