📈 Improvement & Advancement

“Experience is the best teacher. In Night City, surviving IS the experience.”

Unlike most RPGs, there’s no leveling up, no XP bar, no arbitrary power tiers. You earn Improvement Points (IP) from jobs and spend them on what matters to you. A Solo might dump everything into Handgun. A Fixer might spread points across social skills. There’s no wrong answer — just choices with consequences.


⚡ Quick Reference

Advancement At A Glance

WhatIP Cost Formula
Raise Skill by 1New Level × 20 IP
Raise ×2 Skill by 1New Level × 40 IP
Raise STAT by 1New Level × 10 IP
Raise Role Ability by 1New Rank × 10 IP

🎯 Earning IP

The GM awards IP at the end of each session or after completing a job.

AchievementIP
Attended the session10-20
Completed a job objective10-30
Excellent roleplaying5-10
Clever problem-solving5-10
Major story milestone20-50

Typical Session

Most sessions award 40-100 IP. Budget around 50-70 IP per session for steady progression.


💰 Spending IP

Skills

Cost: New Level × 20 IP (or ×40 for ×2 Skills)

From → ToNormal Skill×2 Skill
0 → 260 IP120 IP
2 → 4140 IP280 IP
4 → 6220 IP440 IP
6 → 8300 IP600 IP
8 → 10380 IP760 IP
0 → 10 total1,100 IP2,200 IP

Example

Your Handgun is at level 4. Raising it to 5 costs: 5 × 20 = 100 IP.

×2 Skills cost double because they’re specialized: Martial Arts, Autofire, Heavy Weapons, Demolitions, Electronics/Security, Paramedic, and Pilot Air Vehicle. See Skills for the full list.

STATs

Cost: New Level × 10 IP

STAT5→66→77→8
Cost607080

STAT Maximum

Normal humans cap at STAT 8. Going higher requires cyberware (Linear Frames push BODY to 12-14). STATs are expensive and affect all linked skills — only invest if a specific threshold matters.

Role Ability

Cost: New Rank × 10 IP

Your Role Ability (Combat Awareness, Interface, Operator, etc.) improves at the same rate as STATs. Each rank unlocks new capabilities — see your Role page for specifics.


📊 What Should You Improve?

PriorityWhatWhy
HighCombat skills (Handgun, Evasion)Survival
HighRole-defining skillsYour specialty
MediumRole Ability rankUnlocks new abilities
MediumPerceptionSpot danger before it spots you
LowSTATsExpensive; only if a threshold matters

By Role

RoleFocus First
SoloCombat Awareness, Handgun/Shoulder Arms, Evasion
NetrunnerInterface, Electronics/Security, Concentration
FixerOperator, Persuasion, Trading
TechMaker, Basic Tech, Cybertech
MedtechMedicine, Paramedic, First Aid
RockerboyCharismatic Impact, Persuasion
NomadMoto, Drive Land Vehicle, Shoulder Arms
ExecTeamwork, Persuasion, Human Perception
MediaCredibility, Persuasion, Perception
LawmanBackup, Handgun, Streetwise

📈 Progression Milestones

Total IP SpentCharacter Power
0-200Starting level — fresh off character creation
200-500Competent ‘runner — reliable in your niche
500-1,000Experienced professional — people have heard of you
1,000-2,000Veteran — you’ve survived what kills most people
2,000+Legend of the street

❓ Quick Answers


  • Progression — Hub for progression and resources
  • Skills — Full skill list with descriptions
  • Roles — Role Ability details and ranks

(Source: Cyberpunk RED Core Rulebook, pp. 406-410)