Cyberpunk RED at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
One d10 Roll
Add a STAT and a skill to 1d10 and try to beat the Difficulty Value. A 10 lets you roll again and add; a 1 makes you roll again and subtract.
Roles
Solo, Netrunner, Tech, Medtech, Fixer and the rest: each Role has one special ability that shapes how you play.
Chrome and Humanity
Cyberware makes you better and costs you Humanity. Lose too much and you stop being a person.
Dangerous Fights
Guns kill fast. Armor wears down, wounds stack up, and a bad Death Save ends a career.
The Guide
Players first, then the GM pages, then playing solo. Read in order or jump to what you need.
Getting Started
For Players
Character Creation
The ten Roles and their abilities, STATs, skills, Lifepath, and the three ways to build an Edgerunner.
Game Mechanics
STAT + skill + 1d10 against a Difficulty Value, critical successes and failures, opposed checks and Improvement Points.
Combat
Initiative, actions, ranged and melee attacks, armor, Critical Injuries, getting Seriously Wounded and Death Saves.
Netrunning
Interface, NET Architectures, programs, Black ICE and how a Netrunner works alongside the crew.
For the GM
Corporations & Night City
The megacorps, the zones of Night City, gangs and fixers, and the world after the 4th Corporate War.
Building Your Night City
Making your own corner of 2045: zones, factions, fixers and jobs that keep a campaign moving.
Playing Solo
Tools
Use these at the table.
Dice Roller
Skill checks against a DV with criticals and exact odds, damage with armor and Critical Injuries, and a Death Save tracker.
Character Sheets
Fill in, save and print Edgerunners: Hit Points, Humanity and all 66 skill totals worked out, plus armor, weapons, cyberware and lifepath.
Sample Characters
84 original Edgerunners and enemies: solo characters for every Role, ten starting crews, veterans and NPC adversaries, ready to load into your sheets.