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Cyberpunk RED artwork

Cyberpunk RED

How to play Cyberpunk RED

A fast, practical overview. 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.

Beginner checklist

1

Say your action and intent (what you're trying to achieve).

2

Roll 1d10 + Stat + Skill vs a Difficulty Value (DV).

3

Track HP, armor ablation, and critical injuries when they happen.

4

Spend IP after sessions to improve skills and Role abilities.

How rolls work

Cyberpunk RED checks are Stat + Skill + 1d10 vs a Difficulty Value (DV). Your Role Ability defines your specialty, and cyberware adds power at a Humanity cost.

Pick Stat + Skill that matches what you're doing.

Roll 1d10, add Stat + Skill, and compare to the DV.

Resolve success/failure with concrete changes in the scene (access gained, alarm triggered, target down, etc.).

Example

REF 7 + Handgun 6 + 1d10 vs DV 15: you need 3+ on the d10 to hit.

Key facts

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

Play examples

DV check in a firefight

You take a shot at range. Roll REF + Handgun + 1d10 vs the DV. Success changes the situation (target down, pinned, forced to move). Failure changes it too (you lose position, you're exposed, the target escapes).

'Style' as a decision

If you can't beat the DV, change approach: close distance, change weapon, create advantage, or solve the scene without a roll.

Common mistakes

Mistake

Rolling without a clear DV or stake.

Fix

Set the DV (or ask for it) and define what success changes in the scene.

Mistake

Ignoring armor ablation and injury consequences.

Fix

Track them. They're what makes fights feel like Cyberpunk RED over time.

Full rules reference for Cyberpunk RED

Character creation

1

Choose role (fixer, netrunner, solo, etc.).

2

Roll or choose Lifepath background (family, motivations, events).

3

Distribute STATs: 62 points (players may buy up to role limit). Each STAT, including Luck, must be 2-8 at creation.

4

Pick Role Ability rank (starts at 4 for Edgerunner mode; GM may vary).

5

Distribute Skills: 86 points (0-6 at creation, up to 10 in play, except Language and your Role ability).

6

Choose starting Gear package per Role.

7

Choose Cyberware (basic cyberware at start is free; chrome must respect Humanity Loss).

8

Calculate Derived Stats: Humanity, Hit Points, Death Save, Move, Carry, Armor.

9

Finalize Lifepath details (Style, Clothes, Contacts, Enemies, etc.).

Skills

See skills in the rules topics.

Open skills topic

What to track during play

HP + armor ablation
Critical injuries
Ammo/gear state when it matters
Improvement Points (IP) between sessions

Start playing with RPG Stack

Create a character, keep rules handy, and roll fast without leaving the table.