📈 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
What IP Cost Formula Raise Skill by 1 New Level × 20 IP Raise ×2 Skill by 1 New Level × 40 IP Raise STAT by 1 New Level × 10 IP Raise Role Ability by 1 New Rank × 10 IP
🎯 Earning IP
The GM awards IP at the end of each session or after completing a job.
| Achievement | IP |
|---|---|
| Attended the session | 10-20 |
| Completed a job objective | 10-30 |
| Excellent roleplaying | 5-10 |
| Clever problem-solving | 5-10 |
| Major story milestone | 20-50 |
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 → To | Normal Skill | ×2 Skill |
|---|---|---|
| 0 → 2 | 60 IP | 120 IP |
| 2 → 4 | 140 IP | 280 IP |
| 4 → 6 | 220 IP | 440 IP |
| 6 → 8 | 300 IP | 600 IP |
| 8 → 10 | 380 IP | 760 IP |
| 0 → 10 total | 1,100 IP | 2,200 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
| STAT | 5→6 | 6→7 | 7→8 |
|---|---|---|---|
| Cost | 60 | 70 | 80 |
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?
| Priority | What | Why |
|---|---|---|
| High | Combat skills (Handgun, Evasion) | Survival |
| High | Role-defining skills | Your specialty |
| Medium | Role Ability rank | Unlocks new abilities |
| Medium | Perception | Spot danger before it spots you |
| Low | STATs | Expensive; only if a threshold matters |
By Role
| Role | Focus First |
|---|---|
| Solo | Combat Awareness, Handgun/Shoulder Arms, Evasion |
| Netrunner | Interface, Electronics/Security, Concentration |
| Fixer | Operator, Persuasion, Trading |
| Tech | Maker, Basic Tech, Cybertech |
| Medtech | Medicine, Paramedic, First Aid |
| Rockerboy | Charismatic Impact, Persuasion |
| Nomad | Moto, Drive Land Vehicle, Shoulder Arms |
| Exec | Teamwork, Persuasion, Human Perception |
| Media | Credibility, Persuasion, Perception |
| Lawman | Backup, Handgun, Streetwise |
📈 Progression Milestones
| Total IP Spent | Character Power |
|---|---|
| 0-200 | Starting level — fresh off character creation |
| 200-500 | Competent ‘runner — reliable in your niche |
| 500-1,000 | Experienced professional — people have heard of you |
| 1,000-2,000 | Veteran — you’ve survived what kills most people |
| 2,000+ | Legend of the street |
❓ Quick Answers
Can I raise a Skill above 10?
No. Level 10 is the maximum.
Can I raise STATs above 8?
Not naturally. Cyberware (e.g., Linear Frames, Grafted Muscle/Bone Lace) can push beyond.
Skills or STATs — which is more efficient?
Skills give more immediate benefit per IP. STATs are expensive but affect all linked skills. Prioritize skills unless a STAT threshold unlocks something specific.
🔗 Related Topics
- 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)