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Trading (Cyberpunk RED)

Skills

Definition

Trading is the skill of negotiating deals, haggling prices, and getting the best value in transactions. In Night City's economy—where prices are flexible, black markets thrive, and everything is negotiable—Trading determines whether you pay street price or get taken for a ride. Trading uses your COOL stat and is essential for any character who buys, sells, or brokers deals. Whether you're haggling with a ripperdoc over cyberware installation costs, negotiating payment for a job, fencing stolen goods, or buying weapons from a black market dealer, Trading affects your bottom line. Fixers live and die by this skill, but every edgerunner benefits from paying less and earning more. In a world where eddies are life and corpo scrip doesn't stretch far enough, the ability to negotiate can mean the difference between affording the cyberware that saves your life and going without.

How it works

**Linked Stat**: COOL **Key Uses**: - Haggling for better prices on purchases - Negotiating higher pay for jobs - Fencing stolen goods at better rates - Brokering deals between parties **Additional**: Trading is an opposed check against the other party's Trading or COOL. The difference can significantly affect the final price.

Tips

**Build Advice**: At least one crew member should have strong Trading. The eddies saved and earned over a campaign add up enormously. **Synergies**: Pairs with Streetwise for finding deals and Persuasion for additional negotiation leverage. Bribery provides an alternative when Trading fails. **Character Concepts**: Fixer, arms dealer, fence, street merchant, corporate negotiator moonlighting as edgerunner.

Frequently asked questions

Does Trading affect job payments?

Yes. When negotiating with a fixer or employer for job payment, Trading determines how much more (or less) you earn compared to the base offer.