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Rules reference

Advancement in Cyberpunk RED

How progression works and how to track it. Cyberpunk RED is a tabletop RPG set in Night City in the year 2045, a dystopian future where corporations rule, cyberware is common, and life is cheap. Players take on the roles of Edgerunners: cyberpunks, netrunners, solos, and other denizens of the mean streets trying to survive and thrive in a world of chrome and corruption.

Key points

Cyberpunk RED uses Improvement Points (IP) to advance skills and role abilities.

Key facts
  • 10 Roles: Netrunner, Solo, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad, Rockerboy
  • d10 system: Roll Stat + Skill + 1d10 against Difficulty Value
  • Improvement Points (IP): Used instead of XP for advancement
  • Cyberware system: Enhance abilities but cost Humanity
  • Role Abilities: Unique powers for each Role
  • Combat system: Fast-paced action with armor, weapons, and cyberware
Advancement workflow

Cyberpunk RED progression: earn IP from sessions, spend it on skills, role abilities, and stats between games.

Advancement loop
  • GM awards IP after each session (typically 10-70).
  • Spend IP on skills (new rank × 20 IP per rank) or Role Abilities (new rank × 60 IP). STATs can't be improved with IP.
  • Buy cyberware with Eurodollars (money), not IP.
  • Track Humanity loss as you install chrome: it is the progression pressure unique to RED.
Examples
Example: Spend IP with intent

Save IP for the abilities you actually use, then buy upgrades that reinforce your role (combat, hacking, fixing, etc.).

Example: Track the 'cost' of power

Cyberware and gear make you stronger. Track Humanity and consequences so the story stays grounded.

Common mistakes
  • Mistake: XP drift (nobody remembers what changed). Fix: Record gains/spends right after sessions and keep a short history.
  • Mistake: Buying upgrades that don’t show up in play. Fix: Spend toward your concept and the scenes you actually get.

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