ATTRIBUTE MATRIX // NIGHT CITY 2075 STEP 04 / 07 · LOCAL DRAFT
Builder / 05 of 07

Skills

Navigation preview only. The next page will distribute 86 Skill points, including mandatory levels and x2-cost skills. Your STAT allocation has been saved in this browser.

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Builder / 04 of 07
THE BACKLINE // ATTRIBUTE MATRIX ONLINE

Build your strengths.

Your STATS describe what comes naturally to you. Use your 62 points however you like, then choose Skills to turn that potential into practice. No Role forces you into a particular build.

Complete Package · Starting Character. You have 62 STAT points to allocate across ten attributes. Each starts between 2 and 8. These points are separate from your Skill budget. Begin with an even spread or use Generate Starter Build for an editable, Role-informed 62-point allocation.

Point budget

Your STAT allocation

All ten STATS must total exactly 62 to continue.
60 / 62 used
2 points remaining.
Optional guidance

Your playstyle, your priorities

These are example strengths, not requirements.

Suggestions do not add points or change your numbers. You can build against type.

Optional shortcut

Give me a starting point

Generate a full 62-point allocation for the Role selected above, then freely change any STAT. No fixed classes, bonuses, or AI involved.

Emphasizes your Role's suggested strengths while keeping every STAT at 5 or higher.
Live preview

What do these numbers mean?

The builder calculates these from your starting STATS. Cyberware and other changes come later.

40
Hit Points (HP)
BODY + WILL
20
Seriously Wounded at
Half HP, rounded up
6
Death Save
Equal to BODY
60
Starting Humanity
EMP × 10, before cyberware

Starting LUCK pool: 6 points per game session.

REF 8 unlocks a special option for dodging ranged attacks under the relevant Evasion rules.

Campaign rules and calculations (expand)
  • Cyberpunk RED Core Complete Package, Starting Character: 62 points, with each STAT from 2 to 8 (Core p. 78).
  • HP = 10 + 5 × ceil((BODY + WILL) / 2). Seriously Wounded threshold = ceil(HP / 2). Death Save = BODY (Core p. 79).
  • Initial Humanity = EMP × 10 (Core p. 80). Cyberware Humanity Loss and maximum Humanity changes are handled in Step 6, not here.
  • LUCK points refresh at the beginning of each game session (Core p. 72).
  • Skills use their linked STAT plus Skill Level; their 86-point budget is handled in Step 5.
  • Campaign: early 2075; RED + Edgerunners Mission Kit 2070s. The age-based Neuroport rule applies later in Gear & Cyberware.