Clon01 GM ToolsCyberpunk Red

Cyberpunk Red rules

STAT + Skill + 1d10 vs DV. Same table dice chrome as Cyberdark — default die is a d10. Press / to search.

No matches.

Rolling the dice

Skill Base (STAT + Skill) + 1d10 vs a Difficulty Value (DV). Meet or beat succeeds. Ties: the Defender wins.

Attacker STAT + Skill + 1d10 vs Defender STAT + Skill + 1d10. The defender’s total is the DV. Tie goes to the Defender.

Critical success. Natural 10: roll another 1d10 and add it. A second 10 does not explode again.

Critical failure. Natural 1: roll another 1d10 and subtract it from the total. You can still succeed on a high Skill Base.

Table tray. Table house: roll the same die twice, keep the higher. Cancelled by disadvantage. Table house: roll twice, keep the lower. The book itself uses extra DV or a modifier; the tray still has the chips.

Difficulty Values

DifficultyDVWhen
Simple9Most people can do this without thinking.
Everyday13Most people can do this without special training.
Difficult15Hard without training or talent.
Professional17A trained professional’s work.
Heroic21Sports stars and the best of the best.
Incredible24Olympian mettle.
Legendary29People write stories about this.

STATs

STATUse
INTCleverness, awareness, learning, most knowledge Skills.
REFAim, throw, drive. Hits with ranged weapons. Initiative = REF + 1d10.
DEXBalance, leap, melee, Evasion. Dodge ranged if REF is 8+.
TECHTools, repair, First Aid, most vocational Skills.
COOLPresence, fast-talk, style, interrogation.
WILLCourage, focus, staying up. Half of Hit Points.
LUCKSpend to tip rolls. Refills next session. Not a Skill link.
MOVECombat Move Action = MOVE × 2 m/yds (or MOVE squares).
BODYToughness. Half of Hit Points. Death Save = BODY.
EMPRelate to people. 10 Humanity per point. Chrome eats this.

Luck

Spend LUCK points 1-for-1 to change a roll after you see it. The pool refills at the start of the next session.

HP, SW, Death, Humanity

  • Hit Points = 10 + 5 × (BODY + WILL averaged, rounding up).
  • Seriously Wounded threshold = half of HP, rounding up. −2 to all Actions while Seriously Wounded.
  • Death Save = BODY. When you hit 0 HP you enter the Death State and make a Death Save each turn.
  • Humanity = EMP × 10. Installing cyberware costs Humanity. When the tens place drops, EMP drops with it. HUM below 0 is cyberpsychosis.

Friday Night Firefight

Guns out, blades out — switch to Combat Time. A Turn is ~3 seconds. A Round is everyone taking a Turn.

Initiative = REF + 1d10. Highest first. Ties re-roll. Queue stays the same each Round.

Every Turn: 1 Move Action + 1 Action. Run spends the Action for a second Move.

Actions

  • Attack. Ranged: REF + weapon Skill + 1d10 vs DV (Evasion, or the Range Table). Melee: DEX + weapon Skill + 1d10 vs DEX + Evasion + 1d10.
  • Move. MOVE × 2 m/yds, including diagonals on a grid.
  • Run. Spend the Action for a second Move.
  • Get Up. Stand from Prone. You cannot Move while Prone until you do.
  • Stabilize. Start natural healing or pull someone out of Mortally Wounded.
  • Use a Skill. A 3-second task. Longer work costs an Action each Turn until it is done.
  • NET Actions. Netrunners only. Interface rank = NET Actions instead of a meat Action.

Ranged DVs come from the Range Table (p.173) by weapon type and distance. Point Blank is easy; Extreme is ugly.

Aimed Shot is −8 to hit a specific location (head, held item, etc.).

Autofire is its own Skill (x2). Multiplier on the weapon (3 or 4) times the amount you beat the DV, extra damage dice, cap 50.

Suppressive Fire pins people behind cover. They take a DV 15 Concentration check or lose their next Action.

Armor & SP

  • Stopping Power subtracts from incoming damage. Leftover goes to HP.
  • Buy armor separately for head and body. SP does not stack — highest in that location counts.
  • Whenever damage gets through, every piece of armor on that location loses 1 SP.
  • Heavier armor lowers REF, DEX, and MOVE by the worst penalty you are wearing (once, not per piece). MOVE 0 = you cannot walk.
  • A bulletproof shield has 10 HP of its own and occupies one arm.

Wounds & Death

  • Above the Seriously Wounded line: no penalty. You are just bleeding on the floor.
  • At or below half HP: −2 to all Actions until you are no longer Seriously Wounded.
  • 0 HP: Mortally Wounded. Death Save each Turn (DV 10, +1 DV each time after the first). A 1 always fails.
  • First Aid / Paramedic / Medicine to Stabilize. Stabilized characters stop making Death Saves and start natural healing.
  • A Critical Injury is a leftover wound with a mechanical rider. Roll on the Critical Injury table. Headshots and some Aimed Shots force one.

Humanity & cyberpsychosis

  • Most cyberware costs Humanity (roll the listed dice at install). Fashionware is 0 HL.
  • Current EMP is the tens digit of remaining Humanity. 44 HUM → EMP 4. 39 HUM → EMP 3.
  • HUM below 0 is cyberpsychosis. Therapy (p.229) can buy Humanity back. Killing sprees do not.

Chargen recap

Streetrat (templates), Edgerunner (fast and dirty), Complete Package (calculated). Role Ability starts at 4.

  • Streetrat. Roll 1d10 on your Role’s STAT row and copy it. Skills and kit are written for you. +500eb extra.
  • Edgerunner. Roll 1d10 per STAT on the Role table. 86 points across the Role’s 20 Skills (2–6). Same kit. +500eb extra.
  • Complete Package. 62 STAT points (2–8). 86 Skill points, any Skills; basics must be 2+; nothing above 6. 2,550eb + 800eb fashion.

Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, Stealth — all start at least at 2.

Cultural Origin gives a language at Rank 4 for free. Streetslang is the Basic language.

Skills marked (x2) cost two points per rank: Autofire, Martial Arts, Pilot Air, Heavy Weapons, Paramedic, Demolitions, Electronics/Security Tech, Air Vehicle Tech.

Once finalized, STATs and the starting Role stay locked. Award Improvement Points and buy Skill ranks or Role Abilities. You cannot skip ranks.

Improvement Points

The GM awards Improvement Points for play. Record unspent IP on the sheet, then buy one rank at a time.

  • Typical Skill: 20 × the new level (20, 40, … 200). (x2) Skills double that (40, 80, … 400). Max 10.
  • Role Ability: 60 × the new rank (60, 120, … 600). Starting Characters begin at Rank 4.
  • You cannot start a second Role until the current one is Rank 4. Buying Rank 1 in a new Role (60 IP) makes that your Street identity. You keep old Role features, but you are locked from another swap until the new Role is also Rank 4.

Roles

RoleAbilityOn The Street
RockerboyCharismatic ImpactRock-and-roll rebels who use performance, art, and rhetoric to fight authority.
SoloCombat AwarenessAssassins, bodyguards, killers, and soldiers-for-hire in a lawless new world.
NetrunnerInterfaceCybernetic master hackers of the post-NET world and brain-burning secret stealers.
TechMakerRenegade mechanics and supertech inventors; the people who make the Dark Future run.
MedtechMedicineUnsanctioned street doctors and cyberware medics, patching up meat and metal alike.
MediaCredibilityReporters, media stars, and social influencers risking it all for the truth — or glory.
LawmanBackupMaximum law enforcers patrolling the mean streets and barbarian warrior highways beyond.
ExecTeamworkCorporate power brokers and business raiders fighting to restore the rule of the Megacorps.
FixerOperatorDealmakers, organizers, and information brokers in the post-War Midnight Markets of The Street.
NomadMotoTransport experts, road warriors, pirates, and smugglers who keep the world connected.