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Wardrobe & style (Cyberpunk RED)

Skills

Definition

Wardrobe and Style is a social skill because clothing in Night City is a claim. Corporate cut, gang colors, nomad leather, and club couture each announce a status, and the wrong one gets you handled before you open your mouth. The skill runs both directions: dressing to fit a room, and reading what somebody else's outfit admits about them. It keys off COOL and sits in the Social group with Persuasion, Streetwise, Trading, and Interrogation.

How it works

**Linked Stat**: COOL **Category**: Social **Resolution**: 1d10 plus COOL plus skill level against a DV set by how closed or exclusive the room is. **Effect in Play**: Success buys access and the benefit of the doubt. It does not replace Persuasion, it decides whether anyone listens long enough for Persuasion to matter.

Tips

**Best for**: Fixers, Medias, and Execs who cross social lines constantly, and infiltrators whose cover is a suit rather than a suppressor. **Character concepts**: A fixer with a closet per client, a Media dressed to be filmed, a Solo passing as corporate security. **Synergies**: Personal Grooming finishes the picture, Streetwise tells you which colors are dangerous this month, and Persuasion cashes in the opening you bought.

Frequently asked questions

Are clothes worth skill points?

In social play, yes. Access is often gated at a door by appearance, and Persuasion never gets rolled if the bouncer turns you away.

Can Wardrobe and Style work as a disguise?

It sells a role such as corporate courier or club regular. Passing as one specific person needs Acting and forged credentials too.