
Quick workflow
After sessions: award IP based on goals, roleplay, and mission outcomes.
Spend IP on skill ranks and role abilities following the book's costs.
Track cyberware, humanity impacts, and gear upgrades as part of progression.
Cyberpunk RED Improvement Points (IP) cost chart
Raising a skill to a new rank costs that rank multiplied by 10 IP. To lift a skill from its current rank to the next, pay the "IP to reach this rank" amount below. The cumulative column shows the total IP to train a skill from nothing up to that rank.
| Skill rank | IP to reach this rank | Cumulative IP from 0 |
|---|---|---|
| 1 | 10 IP | 10 IP |
| 2 | 20 IP | 30 IP |
| 3 | 30 IP | 60 IP |
| 4 | 40 IP | 100 IP |
| 5 | 50 IP | 150 IP |
| 6 | 60 IP | 210 IP |
| 7 | 70 IP | 280 IP |
| 8 | 80 IP | 360 IP |
| 9 | 90 IP | 450 IP |
| 10 | 100 IP | 550 IP |
The maximum skill rank is 10. Role Abilities advance on their own track (the core book charges the new rank multiplied by 5 IP), so budget for them separately from your skills.
Context: how Cyberpunk RED plays
Character creation in Cyberpunk RED starts with choosing a Role: Netrunner (hacker), Solo (combat specialist), Tech (inventor), Medtech (healer), Media (information broker), Exec (corporate), Lawman (cop), Fixer (dealer), Nomad (driver), or Rockerboy (entertainer). Each Role has a unique Role Ability that defines your specialty.