Rules reference

Attributes in Cyberpunk RED

What attributes mean and how to use them at the table. 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.

Key points

Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.

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
  • Combat system: Fast-paced action with armor, weapons, and cyberware
What’s in this system
Examples
Example: Attributes set your default approach

If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.

Example: Don’t spread too thin

Pick 1–2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.

Common mistakes (smallest fix)
  • Mistake: Spreading points evenly. Fix: Pick 1–2 strengths that match your concept and accept a weakness.
  • Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.

Cyberpunk RED FAQ

What are Roles in Cyberpunk RED?
How does the d10 system work in Cyberpunk RED?
How does Improvement Points (IP) work?
How does cyberware affect Humanity?
What's the difference between Stats and Skills?

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