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Cyberpunk RED

Cyberpunk RED Character Sheet

Create and manage Cyberpunk RED characters with an online character sheet built for actual play. Every box explained, with a field-by-field guide.

What you can do with RPG Stack

Editable character sheet

Fill your sheet digitally and keep it organized across sessions.

Progress tracking

Track growth over time with history and progression-friendly workflows.

Shareable

Make characters public (if you want) and share links with your table.

Cyberpunk RED character sheet: every box explained

The Cyberpunk RED character sheet tracks your Edgerunner's stats, skills, role ability, and the gear that keeps them alive on the streets of Night City. Stats range from 1 to 8 (10 with cyberware), skills start at 0 and cap at 10, and your Role defines your specialty.

Identity

handle

Your character's street name, the alias everyone knows them by.

How to fill: Pick a name that fits the vibe of Night City. It does not need to be your real name.

Example: V, Silverhand, Rogue

realName

Your character's legal name, separate from their street handle.

How to fill: Pick a real-world-style name. Some Edgerunners never share it.

Example: Vincent Zhao

role

Your character's Role (class), which determines your unique Role Ability.

How to fill: Choose one of the 10 Roles: Solo, Netrunner, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad, or Rockerboy.

Example: Solo

Stats

INT

Intelligence: problem solving, memory, education-based skills.

How to fill: Assign during creation (62 stat points total, each stat 2-8). INT fuels Education, Science, and tech skills.

Example: 7

REF

Reflexes: hand-eye coordination, reaction speed, ranged combat.

How to fill: Assign from your stat pool. REF drives initiative (REF + 1d10) and all ranged weapon skills.

Example: 8

DEX

Dexterity: whole-body agility, melee, evasion.

How to fill: Assign from your stat pool. DEX covers melee attacks, Evasion, Athletics, and Stealth.

Example: 6

TECH

Technique: mechanical aptitude, crafting, repair.

How to fill: Assign from your stat pool. TECH powers all crafting, repair, and medical skills.

Example: 5

COOL

Cool: willpower under pressure, social manipulation.

How to fill: Assign from your stat pool. COOL drives face skills (Persuasion, Interrogation, Streetwise).

Example: 6

WILL

Willpower: mental fortitude, resistance to stress and interrogation.

How to fill: Assign from your stat pool. WILL determines your base HP (10 + 5 × ceil((WILL + BODY) / 2)).

Example: 5

LUCK

Luck: spendable points you can add to any roll after seeing the result.

How to fill: Assign from your stat pool. Luck refreshes each session. Max spendable = your LUCK stat.

Example: 6

MOVE

Movement: how far you can move per turn in meters/yards.

How to fill: Assign from your stat pool. Each turn you can move up to MOVE × 2 m/yds, or sacrifice your action to run double that.

Example: 6

BODY

Body: raw physical strength, hit points, and Death Save threshold.

How to fill: Assign from your stat pool. BODY determines HP (with WILL) and your Death Save target.

Example: 6

EMP

Empathy: social awareness, starting Humanity = EMP × 10.

How to fill: Assign from your stat pool. Cyberware lowers your current Humanity, which can reduce effective EMP.

Example: 6

Role

roleAbility

The unique ability tied to your Role (e.g. Combat Awareness for Solos, Interface for Netrunners).

How to fill: Determined by your Role choice. Write the ability name here; the rank goes in Role Rank.

Example: Combat Awareness

roleRank

Your Role Ability's current rank (1-10), which scales its power.

How to fill: Starts at 4 for most Edgerunners. Increases by spending Improvement Points.

Example: 4

Derived stats

hp

Hit Points: your total wound capacity before going down.

How to fill: Calculated: 10 + 5 × ceil((WILL + BODY) / 2). Seriously Wounded at half, Mortally Wounded at 0.

Example: 40

deathSave

Death Save: the target number for staying alive when Mortally Wounded.

How to fill: Equal to your BODY stat. Each turn at 0 HP, roll d10; equal to or under this number (minus crit penalties) to survive.

Example: 6

humanity

Humanity: your grip on your own emotions. Starts at EMP × 10, reduced by cyberware.

How to fill: Calculate EMP × 10. Each piece of cyberware costs Humanity; if it drops below a threshold, your EMP decreases.

Example: 60

Gear

weapons

Your equipped weapons with their damage, ROF, and ammo.

How to fill: List each weapon: name, damage dice, rate of fire, magazine size, and any special qualities.

Example: Heavy Pistol (3d6, ROF 2, 8 rounds)

armor

Body and head armor with their Stopping Power (SP).

How to fill: Write the armor name and SP value. Remember: SP ablates by 1 per hit that deals damage.

Example: Light Armorjack (SP 11), Helmet (SP 11)

cyberware

Installed cybernetic enhancements and their Humanity cost.

How to fill: List each piece with its Humanity Loss (HL). Your effective EMP drops as Humanity falls.

Example: Cyberoptics (2d6 HL), Targeting Scope (3d6 HL)

gear

Non-weapon, non-armor equipment you carry.

How to fill: List utility items: tech tools, drugs, grapple guns, etc.

Example: Agent (phone), Tech Toolkit, Flashlight

About Cyberpunk RED

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.

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