Beginner quickstart

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.

Quick answer

What you do in play

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.

Beginner checklist
  • Say your action and intent (what you’re trying to achieve).
  • Roll 1d10 + Stat + Skill vs a Difficulty Value (DV).
  • Track HP, armor ablation, and critical injuries when they happen.
  • Spend IP after sessions to improve skills and Role abilities.
How rolls work (fast)

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 2+ on the d10 to hit.
Copyable 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
  • Derived stats in this system: HumanityFormula, HpFormula, DeathSave, Carry, Initiative, Move

Examples (success, failure, edge cases)

Example: 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).

Example: ‘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 (and the smallest fix)

  • 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.
More mistakes for Cyberpunk RED

Character creation (what to decide)

Creation order (from this project’s system data)
  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 must be 2–8 at creation, except Luck (2–10).
  4. Pick Role Ability rank (starts at 4 for Edgerunner mode; GM may vary).
  5. Assign Skills: 86 points (none above 6 at creation, except Language/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

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

FAQ

What are Roles in Cyberpunk RED?

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.

How does the d10 system work in Cyberpunk RED?

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.

How does Improvement Points (IP) work?

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.

How does cyberware affect Humanity?

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.

What's the difference between Stats and Skills?

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.

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