
About the Cyberpunk RED advancement
Futuristic dystopian RPG
Cyberpunk RED is high-tech, low-life cyberpunk dystopia. Exploding d10s, role abilities, Netrunning and cyberware with Humanity cost.
Cyberpunk RED checks are Stat + Skill + 1d10 vs a Difficulty Value (DV). Your Role Ability defines your specialty, and cyberware adds power at a Humanity cost. The roll flow has 3 steps: Pick Stat + Skill that matches what you're doing. Roll 1d10, add Stat + Skill, and compare to the DV. Resolve success/failure with concrete changes in the scene (access gained, alarm triggered, target down, etc.).
This page walks through how characters grow in Cyberpunk RED. It lists 3 workflow steps that take you from earning progress to recording it on the sheet.
How to use this page
- Read the workflow once before a session ends so you know what to track, then return to it between sessions when you spend what your Cyberpunk RED character has earned.
- Open the Cyberpunk RED dice roller when a rule asks for a roll, so the result follows the same mechanic described above.
- Track what changes on your Cyberpunk RED character sheet, which supports 3 creation modes, so the next session starts from the current state.
- Move to a sibling page when the question changes: quickstart, rules reference, glossary, or GM resources. Each one is built from the same Cyberpunk RED data, so terms and numbers match across pages.
- Return to the Cyberpunk RED guide for the full overview, including character creation and every tool for this game.
Nothing on this page replaces the published Cyberpunk RED rulebook. It is a working reference for the table: short summaries of the 3 advancement steps listed here, plus links to the tools that act on them.
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 20 IP (double that, x40, for a few specialized x2-cost skills). 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 | 20 IP | 20 IP |
| 2 | 40 IP | 60 IP |
| 3 | 60 IP | 120 IP |
| 4 | 80 IP | 200 IP |
| 5 | 100 IP | 300 IP |
| 6 | 120 IP | 420 IP |
| 7 | 140 IP | 560 IP |
| 8 | 160 IP | 720 IP |
| 9 | 180 IP | 900 IP |
| 10 | 200 IP | 1100 IP |
The maximum skill rank is 10. Role Abilities advance on their own track (the core book charges the new rank multiplied by 60 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.
Track progression in one place
Save your character, keep notes, and maintain a clean history as your campaign evolves.