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.
Copyable 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
- Award IP after sessions based on outcomes.
- Spend IP on skills and Role Ability improvement.
- Track cyberware + Humanity impact over time.
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 (smallest fix)
- 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.
Cyberpunk RED FAQ
What are Roles in Cyberpunk RED?
How does the d10 system work in Cyberpunk RED?
How does Improvement Points (IP) work?
How does cyberware affect Humanity?
What's the difference between Stats and Skills?