SKILL MATRIX // NIGHT CITY 2075 STEP 05 / 07 · LOCAL DRAFT
Builder / 06 of 07

Gear & Cyberware

Next, continue to Step 6 to buy equipment, choose cyberware, and confirm your Neuroport status.

← Return to Skills Continue to Gear & Cyberware →
Builder / 05 of 07
THE BACKLINE // TRAINING RECORD ONLINE

Hone your edge.

STATS are your natural potential. Skills are what you've trained to do. You have 86 Skill points to spend. Start with an editable build suggestion or place every point yourself.

NEURAL PROFILE // 05
Complete Package, not the quick Edgerunner method. You can invest in any Skill, not only the ones typically associated with your Role. Thirteen universal Skills begin at Level 2, and your Lifepath's cultural Language starts at Level 4 for free.
Skill point budget

Spend your training points

60 points remaining
26 / 86
Points spent
Optional shortcut

Give me a starting point

Generate a complete, legal 86-point Skill allocation based on a Role and playstyle. You can adjust every number afterward. These are original starter suggestions, not official templates or AI-generated characters.

Your Role suggests useful Skills, but doesn't restrict your choices.

Always-trained Skills

All starting characters must have at least Level 2 in these 13 Skills. Those 26 points are already counted.

13 required

Choose your specialties

Search the complete Skill catalog or filter by category. Your Role's suggested Skills can be highlighted, but you're free to pick anything.

Skills tagged x2 cost two points per Level. Untrained optional Skills remain at Level 0.

Languages & named specialties

These details help the eventual PDF display the right skill name. Cultural Language is separate from the 86-point budget.

Cultural Language: Not entered yet (Level 4, free)

This comes from your Step 2 Lifepath. It doesn't spend Skill points. You can correct the language name here.

Martial Arts also requires a specific form; add it below if you train it.

Use extra entries for additional languages, neighborhoods, scientific fields, instruments, or martial arts forms. Each extra specialty has its own Level and point cost.

Rules in use (expand)

Cyberpunk RED Core Complete Package, printed pp. 81–85 and 90: 86 points for Skills; the 13 Basic Skills at Level 2 or more; no Skill above Level 6 at creation; marked x2 Skills cost two points per Level. You may buy into the broader Skill catalog, rather than being restricted to the 20-Skill Edgerunner templates on pp. 88–89. A cultural Language from Lifepath begins at Level 4 without spending this budget (Core p. 45).

Your Skill Base is its linked STAT plus the Skill Level. This page reads your saved STATS. If those are missing, temporary values of 6 are shown for guidance until you complete Step 4. Later cyberware may change effective EMP and EMP-based Skill Bases.

Some Skills are specializations (Language, Local Expert, Science, Play Instrument, Martial Arts). Their specific names must be recorded; multiple specialties are handled with the add-another controls. Bonuses from Role Abilities and installed cyberware are not added here.