I will do this here, and here in future so not to clog up the game thread.
EXP time!
A quick explanation of levelling in CyberPunk.In CyberPunk, you don't have "levels" as such, instead your "levels" are your skills.
What are IP? IP are Improvement Points. How do you "level" a skill? Once you've reached a certain number of IP for a skill it levels. This is how it works:
You take your current skill level (let's say Electronics +2) and time it by 10. This is how many IP it will take for it to reach next level. Tutorus Maximus the ancient Solo has just gained 20 IP in Electronics, so it now moves up to +3. He will now need 30 more IP in Electronics to raise it up to +4.
Now he wants to learn a new skill - Botany. To get a single level (+0 to +1) in Botany, how much IP would you need? New skills ALWAYS cost 10 IP, no matter how hard they are to learn. Waht do we mean when we say a hard to learn skill?
Tutorus Maximus now wants to learn the Martial Art Aikido. To get his first level in it, he studies hard and gets 10 IP to raise it to +1. Now he wants to improve it further. He'd need (current level x 10) right? Wrong. Some skills have multipliers as they are harder to learn. Aikido has a multiplier of (3), which means you multiply the amount of IP you need by the multiplier. This becomes (current level x 10 x multiplier) confused? Try these quick charts:
Electronics +0 to +1 (New Skill = 10 IP)
Electronics +1 to +2 (+1 x 10 = 10 IP)
Electronics +2 to +3 (+2 x 10 = 20 IP)
Electronics +3 to +4 (+3 x 10 = 30 IP)
Stealth (2) +0 to +1 (New Skill = 10 IP)
Stealth (2) +1 to +2 (+1 x 10 x 2 = 20 IP)
Stealth (2) +2 to +3 (+2 x 10 x 2 = 40 IP)
Stealth (2) +3 to +4 (+3 x 10 x 2 = 60 IP)
Martial Arts - Aikido (3) +0 to +1 (New Skill = 10 IP)
Martial Arts - Aikido (3) +1 to +2 (+1 x 10 x 3 = 30 IP)
Martial Arts - Aikido (3) +2 to +3 (+2 x 10 x 3 = 60 IP)
Martial Arts - Aikido (3) +3 to +4 (+3 x 10 x 3 = 90 IP)
You can gain IP in three ways - Experience, Being Taught and Study & Practise
1) Experience
You will gain IP (given by me) for the skills that you use. The more creatively you use them, or the more effective they are, the more IP you will get. In some circumstances this might mean one player gets a bit more IP than another, but in general the more you use skills and the better ways you use them the better. To help balance things due to luck and how often skills get used, I will be doing this:
ALL combat skills will be rated and given IP based mostly on how EFFECTIVE they are. This is because your combat skills will see the most use, and they'd skyrocket if I gave you IP based on how often you use them
NON combat skills will be rated on how effectively you use them. If you tell me you want to use your Electronics skill to bypass a security console, that'll get you 1 IP. If you tell me you want to use your Electronics skill to bypass the security console, switch off the cameras and short circuit the computer, well that'll get you more, whether it's that succesful or not.
Other ways of getting IP:
2) Study
You can study and/or practise a skill to get IP towards it. The downfall is you get only 1 IP for a full days study/practise, and you can only ever raise a skill to +2 at max this way. Skills you're untrained in (+0) you will need to study before practise. Anything +1 or more you can study and/or practise
3) Being Taught
You can find someone to teach you. How well they can teach you is the skill they're teaching you averaged with their Teaching skill (ie, Electronics of +7 and a Teaching of +3 will allow them to teach you up to +5 max). You will earn 1 - 5 IP per lesson (and bearing in mind that a lesson could take anywhere from half hour to a few hours) this is a nice way to up your skills, but will no doubt cost you

Lastly regarding IP, I will be giving you your first lot of IP in one go, but in future I will start giving out IP as soon as you use the skill (once the result has been resolved) so you're literally improving as you're going. I will also, at a given time, award chunks of bonus IP depending on certain factors, like good roleplaying, epic failing (I'm looking at you Wil "Hands in Gut" Hinley XD) and things like that.
Also, a word on your
LUCK attribute:
With your LUCK attribute, you may add any or all of your LUCK points to a die roll, but you have to declare these points before the roll is made. These points are used up when you do. I trust you not to fudge it, so just add it to your rolls like you would a normal modifier, but make sure you tell me. Normally LUCK is restored at the end of each game "session", but seeing as we don't have sessions, I'll restore your LUCK to you in chunks as we go along.