Attributes Skills Rules



1-2 Crippled or Deficient
3-4 Below Average
5-6 Average
7-8 Above Average
9-10 Exceptional
11+ Super Human


INT Intelligence
REF Reflexes
TECH Technical Ability
ATTR Attractiveness
MA Movement Allowance
BODY Body Type
EMP Empathy

Intelligence, Reflexes, Technical Ability, Cool, Attractiveness, Body Type, and Empathy are all used to add to skills that correspond to them. Body determines the character’s lift capacity. It is BODYx40 in kilograms. Body also gives a Damage Modifier you add to your melee attacks and a Body Type Modifier that you use to reduce the damage you take:

1-2 -2 0
3-4 -1 -1
5-6 0 -2
7-8 +1 -3
9-10 +2 -4
11-12 +4 -5
13-14 +6 -5
15+ +8 -6

Empathy also has a derived attribute called Humanity. Your Humanity is EMP x 10. Every time you get an implant or swap out a body part for a cybernetic upgrade, you lose some Humanity. Every 10 points of Humanity loss costs you a point of Empathy. Therapy can help, but get too cybered and you start losing touch with your meat friends.

Movement Allowance tells you how far you can walk, run, and jump in a round. You can walk MAx2 meters in a round or run MAx5 meters in a round. With a running start you can leap MA/2 in meters.

Luck grants the player an equal number of luck points each game session. These points can be spent to increase the results of a die roll. Players may spend luck points on their own die rolls or any other roll that directly affects their character such as a stabilization roll.


1-2 Novice
3-5 Skilled
6-8 Expert
9-10 Master

All skills are resolved by rolling attribute + skill + 1d10 vs. a difficulty number. A natural “1” always fails. In the event that the difficulty number is higher than what can be achieved, a roll of a natural “10” allows the character to roll an additional d10 and add it to the roll.

A natural roll of “1” is a potential fumble. The character must roll less than the attribute on d10 to avoid fumble. A natural roll of “10” on a successful skill roll is a potential critical hit. Character must roll less than attribute to confirm critical success. Rolls that only fail on a “1” never fumble. Rolls that require a 10 or higher to succeed are never critical successes.

Difficulty Numbers:

Easy 10
Average 15
Difficult 20
Very Difficult 25
Near Impossible 30

Situation Modifiers:

Lack needed tools +3
Unfamiliar task +4
Under pressure +2-4
Hostile Environment +4
While being stealthy +3
Low Light +3
No Light +6
In a Hurry +2

These modifiers are guidelines used to create an accurate difficulty number.

Skills are improved by spending Improvement Points. A skill earns an IP point the first time it is successfully used in a game session. Each time a skill check is successful that requires a natural roll of “10” or higher also earns an IP. At the end of the game session, additional points will be awarded. These points can be assigned to any skills that were used successfully at least once during the game session. No more than a half of these points can be given to a single skill. When a skill has earned IP equal to the current skill rating x 10 x its difficulty rating, the skill improves one point. Earning a new skill costs 10 x difficulty rating. Note that most skills have a difficulty rating of “1”.

Attributes Skills Rules

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