Beginner quickstart
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.
You describe actions, the table uses the system’s core resolution mechanic when the outcome is uncertain, and the GM applies outcomes to keep the story moving.
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.
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).
If you can’t beat the DV, change approach: close distance, change weapon, create advantage, or solve the scene without a roll.
Roles define your character's primary function in Night City. Each Role has a unique Role Ability—Netrunners can hack the Net, Solos excel in combat, Techs can upgrade gear, Medias spread information, and so on. Your Role Ability improves separately from skills and is central to your character's identity. There are 10 Roles to choose from.
To make a check, roll Stat + Skill + 1d10 against a Difficulty Value (DV). If your total equals or exceeds the DV, you succeed. Critical hits occur on natural 10s. The system is fast-paced and emphasizes action over complex calculations.
Unlike traditional XP systems, Cyberpunk RED uses Improvement Points (IP). You gain IP through play and spend it to improve skills and Role Abilities. Skills cost IP equal to their new rating, while Role Abilities have their own progression costs. IP represents learning through experience in Night City.
Each piece of cyberware costs Humanity points. Your Humanity starts at your Empathy stat × 10. When Humanity drops too low, you risk cyberpsychosis—losing your grip on reality. Some cyberware costs more Humanity than others. You can regain Humanity through therapy, but it's expensive.
Stats (like Body, Reflexes, Cool) are your character's core attributes, typically ranging from 2-8. Skills are specific abilities (like Handgun, Stealth, Electronics) that range from 0-10. When making checks, you add your relevant Stat + Skill + 1d10. Stats are harder to improve than skills.