The Foundation: How Dice Tell Stories
In Cyberpunk Red, everything revolves around a simple concept: rolling a ten-sided die (d10) and adding your relevant skill and attribute. Think of it like this - the dice represent chaos and uncertainty (the random elements of life), while your skills and attributes represent your training and natural ability (what you can control).
It's like trying to hit a bullseye while riding a motorcycle in a thunderstorm. Your skill determines how steady your hand is, but the storm (the dice) can still throw you off target - or give you that perfect moment when everything aligns.
Interactive Dice Roller
Try your luck in Night City!
The Core Mechanic: 1d10 + Stat + Skill
The Universal Formula
Roll: 1d10 + Attribute + Skill vs. Difficulty Value (DV)
If your total equals or exceeds the DV, you succeed. It's that simple - and that brutal.
Think of it like this: you're constantly taking tests in Night City, but instead of getting a grade, you either succeed or face consequences. Sometimes those consequences are embarrassment. Sometimes they're bullets.
Difficulty Values: The Mountain You're Climbing
Cyberpunk Red uses five named difficulty steps. The GM picks one, you try to match or beat it.
Critical Success and Fumbles: When Dice Go Wild
Roll 1d10 more and ADD it] B -->|No| D{Natural 1?} D -->|Yes| E[CRITICAL FAILURE
Roll 1d10 more and SUBTRACT it] D -->|No| F[Normal result
roll + STAT + Skill] C --> G[Compare total to the DV
a second 10 does NOT crit again] E --> G style C stroke:#1f6f5c,stroke-width:3px style E stroke:#7a2450,stroke-width:3px style G stroke:#2a3f6e,stroke-width:3px
Critical Success (Natural 10)
When the d10 comes up a natural 10, roll one more d10 and add it to your total. That is the whole rule — if the second die is also a 10, it does not trigger another critical. The dice do not explode in Cyberpunk Red.
This matters more than it sounds. A single bonus die means the best possible roll is 20 + STAT + Skill, so the ceiling on any check is knowable. A character who cannot reach a DV even on a critical simply cannot do the thing, and the GM should say so instead of asking for a roll.
Example: Your hacking attempt doesn't just break in - it gives you admin access and erases all traces of your intrusion.
Critical Failure (Natural 1)
When the d10 comes up a natural 1, roll one more d10 and subtract it from your total. As with criticals, a second 1 does not compound.
Note what this is not: it is not an automatic failure, and it is not a licence for the GM to invent a disaster. A character with a high STAT + Skill can roll a 1, subtract another 6, and still clear an Everyday DV. The mechanic makes a bad roll worse, not fatal.
Example: You still pick the lock, but the subtracted die drops you under the DV — so it takes long enough that security notices the door ajar.
Think of criticals and fumbles like life's extreme moments - sometimes you have the perfect day where everything goes right, and sometimes you spill coffee on your shirt right before the big meeting. Cyberpunk Red captures both these extremes.
Combat: When Talking Stops Working
Combat in Cyberpunk Red is like a deadly dance where everyone's trying to step on each other's feet with bullets. It's fast, lethal, and unforgiving - just like real violence should be in a game about consequences.
Initiative Phase
Roll: 1d10 + Reflexes
Determines who acts when. In gunfights, going first often means going home alive.
Action Phase
Each character gets one Action and one Move per turn. Common Actions include:
- Attack: Shoot, stab, or punch someone
- Aimed Shot: −8 to hit in exchange for targeting the head (double damage), a held item (disarm), or a leg (Broken Leg critical injury)
- Reload: Because running out of bullets is embarrassing
- Get Up / Take Cover / Use an Item: The unglamorous actions that keep you alive
There is no generic "aim for +1" and no "full defense" stance — those are Cyberpunk 2020 habits. In Red, the only way to trade accuracy for effect is the Aimed Shot, and the only way to avoid a bullet is the Evasion skill, which most characters cannot use against firearms at all.
Resolution Phase
Roll damage, apply armor, check for critical injuries. Combat is over when one side is dead, unconscious, or runs away.
Attack Resolution
1d10 + REF + Weapon Skill] --> B{Beat the DV?} B -->|No| D[Miss — no effect] B -->|Yes| C[Roll the weapon's damage dice
e.g. 2d6 for a medium pistol] C --> G{Two or more 6s
among those dice?} G -->|Yes| H[CRITICAL INJURY
roll 2d6 on the table
+5 damage straight to HP] G -->|No| E H --> E[Subtract the target's armor SP
from the dice total] E --> F{Any damage got through?} F -->|Yes| I[Lose that many HP
armor SP ablates by 1] F -->|No| J[No damage, armor undamaged] style B stroke:#8a5a10,stroke-width:3px style G stroke:#7a2450,stroke-width:3px style H stroke:#7a2450,stroke-width:3px
Damage and Death: The Price of Violence
Health and Injury System
Your Body Type modifier determines how much damage you can take:
Critical Injuries: When Bad Gets Worse
Critical Injuries are not triggered by a damage threshold. They are triggered by the damage dice themselves: whenever two or more of the d6s rolled for a single melee or ranged attack come up 6, the target suffers a Critical Injury — roll 2d6 on the appropriate table. Every Critical Injury also deals 5 bonus damage straight to Hit Points, bypassing armor entirely.
This is why a light pistol is never truly safe to stand in front of, and why an assault rifle rolling 5d6 is terrifying: more dice means more chances to pair up sixes. These range from annoying to life-changing:
- Bruised Ribs: Painful but survivable
- Broken Limb: Arm or leg is useless until healed
- Spinal Injury: Permanent paralysis without medical intervention
- Head Shot: You're probably dead
Real-world parallel: Critical injuries are like the difference between a paper cut and a car accident. The system reflects that some wounds change you permanently, which is realistic and terrifying.
Netrunning: Digital Warfare
Netrunning is like being a digital warrior in a virtual battlefield. While your body sits safely jacked into a cyberdeck, your mind fights for its life in cyberspace against security programs that can literally kill you.
Architecture Recognition
Roll: 1d10 + Interface Rank vs. DV
Map out the digital fortress you're about to assault. Knowledge is survival.
Backdoor
Roll: 1d10 + Interface Rank vs. DV
Sneak past the front door security. Sometimes stealth beats brute force.
Cloak
Roll: 1d10 + Interface Rank vs. DV
Hide your presence from security programs. Being invisible is better than being dead.
Control
Roll: 1d10 + Interface Rank vs. DV
Take command of enemy systems. Turn their weapons against them.
ICE: The Digital Guardians
Intrusion Countermeasures Electronics (ICE) are like guard dogs made of code. They patrol cyberspace looking for unauthorized users, and when they find you, they try to delete you - sometimes literally.
- Wisp: Weak but fast - the guard dog that barks
- Killer: Designed to cause brain damage - the attack dog
- Liche: Controls other ICE - the pack leader
- Dragon: Corporate-grade death machine - the digital demon
Skill Interactions and Complementary Actions
Skills in Cyberpunk Red work together like instruments in a jazz band - individually they're good, but together they create something greater than the sum of their parts.
Complementary Skills
When you use multiple skills for the same task, you can get a bonus:
- Primary Skill: The main skill for the task
- Complementary Skill: A related skill that helps (+1 to +3 bonus)
Example: Using Education (complementary) to help with a Technology (primary) roll when analyzing ancient computer systems.
Teamwork and Assistance
Multiple characters can work together on tasks:
- Same Skill: Each helper adds +1 (max +3)
- Different Skills: Each relevant skill adds +1 (max +3)
- Leadership: A good leader can coordinate better teamwork
Real-world analogy: It's like having a study group for a difficult exam. Everyone brings different strengths, and together you can tackle problems none of you could solve alone.
Advanced Mechanics: Beyond the Basics
Autofire and Suppressive Fire
Automatic weapons change the game completely:
- Autofire: Multiple shots at one target - each bullet that hits does damage
- Suppressive Fire: Spray an area to keep enemies' heads down
- Full Auto: Empty the clip - devastating but wasteful
Vehicle Combat
Car chases and vehicle combat use different rules:
- Maneuvering: Drive + Reflexes vs. obstacles and opponents
- Ramming: Vehicle damage can be transferred to occupants
- Shooting from Vehicles: Additional penalties for unstable platform
Reputation and Face
Your reputation precedes you in Night City:
- Street Cred: How well-known you are in criminal circles
- Corporate Rep: Your standing in business world
- Media Exposure: How famous (or infamous) you are
Game Master Tools: Running the Mechanics
For GMs, these mechanics are like the engine of a car - players don't need to understand every detail, but you need to know how to keep things running smoothly.
When to Roll vs. When to Roleplay
- Roll when: Outcome is uncertain and consequences matter
- Don't roll when: Success is certain or failure isn't interesting
- Roleplay when: Character interaction is more important than mechanics
Scaling Difficulty
Adjust DVs based on circumstances:
- Favorable conditions: Lower DV or give bonuses
- Poor conditions: Higher DV or apply penalties
- Time pressure: Multiple rolls or escalating consequences
Making Combat Flow
- Pre-roll initiative: Start fights immediately
- Describe impact: Make every hit and miss cinematic
- Consequences matter: Injuries should affect the story
Common Situations and Their Mechanics
Social Encounters
- Persuasion: Cool + Persuasion vs. target's Cool + Resist Torture/Drugs
- Intimidation: Cool + Intimidation vs. target's Cool + Resist Torture/Drugs
- Seduction: Cool + Persuasion vs. target's Cool + Human Perception
Investigative Scenarios
- Finding Clues: Intelligence + Investigation, Education, or Library Search
- Following Leads: Intelligence + Streetwise or Local Expert
- Connecting Dots: Intelligence + Deduction or appropriate knowledge skill
Survival Situations
- Endurance: Body + Athletics vs. environmental DVs
- Navigation: Intelligence + Land Vehicle or Wilderness Survival
- Finding Shelter: Intelligence + Survival or Streetwise (urban)
Putting It All Together
Cyberpunk Red's mechanics serve the story, not the other way around. Every rule exists to create tension, consequences, and dramatic moments. The dice don't just determine success or failure - they determine how your character's story unfolds.
Remember: In Night City, the house always wins eventually. But the mechanics give you tools to fight back, to carve out your own space in a hostile world, and to tell stories worth remembering.
The key is understanding that these aren't just game rules - they're the physics of a world where style matters as much as substance, where a single roll can change everything, and where the most important victories are often the ones that let you keep your humanity while gaining power.