
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.
Shadowrun 6th Edition character sheet: every box explained
Shadowrun 6th Edition tracks eight core attributes, a unified skill list, two separate condition monitors (Physical and Stun), and the Edge economy that is central to 6E's action resolution. Augmentations, qualities, and gear round out the sheet.
Identity
- alias
Your runner's street name: the identity they use on the job.
How to fill: Choose a handle that reflects your character's reputation or style.
Example: Ghost
- metatype
Your species: Human, Elf, Dwarf, Ork, or Troll (each has attribute adjustments and special abilities).
How to fill: Pick a metatype during character creation. This sets your attribute ranges and starting Edge.
Example: Elf
- archetype
Your runner role: what you bring to the team (Street Samurai, Decker, Rigger, Mage, Face, etc.).
How to fill: Choose an archetype or build custom. This guides your attribute and skill priorities.
Example: Decker
- magicOrResonance
Whether your character is Awakened (magic), Emerged (technomancer resonance), or mundane.
How to fill: Choose during creation. Awakened characters use the Magic attribute; Emerged use Resonance; mundane characters have neither.
Example: Mundane
- background
Your runner's personal history and why they're in the shadows.
How to fill: Write a brief backstory covering origin, motivation, and connections.
Attributes
- body
Physical toughness, resistance to damage. Determines Physical condition monitor boxes.
How to fill: Rate 1-6 (metatype maximum varies). Higher Body means more Physical condition monitor boxes.
Example: 4
- agility
Physical precision: shooting, sneaking, driving.
How to fill: Rate 1-6. The primary attribute for most combat and stealth skills.
Example: 5
- reaction
Reflexes and reaction speed. Contributes to initiative (Reaction + Intuition) and defense.
How to fill: Rate 1-6. Important for everyone, critical for combat-focused characters.
Example: 4
- strength
Physical power: melee damage, carrying capacity, climbing.
How to fill: Rate 1-6. Less critical for decker/mage archetypes.
Example: 2
- willpower
Mental resilience: resisting magic, social manipulation, and drain. Determines Stun condition monitor boxes.
How to fill: Rate 1-6. Important for all characters; critical for magic users (drain resistance).
Example: 5
- logic
Analytical thinking: hacking, electronics, medicine, engineering.
How to fill: Rate 1-6. Primary attribute for Deckers and Riggers.
Example: 6 (for a Decker)
- intuition
Gut feelings, perception, and street sense. Contributes to initiative.
How to fill: Rate 1-6. Pairs with Reaction for initiative; used for Perception and many knowledge areas.
Example: 4
- charisma
Social presence, charm, and force of personality.
How to fill: Rate 1-6. Primary attribute for Faces; also used for conjuring and some social skills.
Example: 3
- edge
Luck, plot armor, and narrative agency. Spent to gain tactical advantages in combat and tests.
How to fill: Rate 1-7 (metatype base varies: Humans start with the highest Edge). Refreshes at the start of each session.
Example: 4
- magic
Magical power (Awakened characters only). Determines spell force limits and astral perception.
How to fill: Set during creation if Awakened (starts at 6 before essence loss). Does not apply to mundane or Emerged characters.
Example: 6 (full mage)
- resonance
Technomancer connection to the Matrix (Emerged characters only). Like Magic, but for the digital realm.
How to fill: Set during creation if Emerged. Does not apply to mundane or Awakened characters.
Example: 6 (technomancer)
Condition monitors
- physical_monitor
Physical damage track: boxes = ceil(Body / 2) + 8. When filled, you are dying.
How to fill: Derived from Body. Mark boxes as you take Physical damage during play.
Example: 10 boxes (Body 4)
- stun_monitor
Stun damage track: boxes = ceil(Willpower / 2) + 8. When filled, you are unconscious; overflow spills to Physical.
How to fill: Derived from Willpower. Mark boxes as you take Stun damage (tasers, fists, drain, etc.).
Example: 11 boxes (Willpower 5)
Qualities & gear
- qualities
Positive and negative traits that define your character beyond attributes and skills.
How to fill: Select during creation. Positive qualities cost Karma; Negative ones give Karma back. Balance is key.
Example: Positive: Analytical Mind, Codeslinger (Hack on the Fly). Negative: Social Appearance Anxiety.
- augmentations
Cyberware and bioware implants. Enhance attributes but reduce Essence (which caps Magic/Resonance).
How to fill: Purchase during creation with nuyen. Each piece has an Essence cost. Track total Essence loss.
Example: Cerebral Booster R2 (Logic +2, 0.4 Essence)
- gear
Equipment, weapons, armor, electronics, vehicles, and drones.
How to fill: Buy with starting nuyen. Organize by category for quick reference during runs.
Example: Erika MCD-6 cyberdeck, Armor Jacket (12), Ares Predator VI
- contacts
NPCs your character knows and can call on. Each has a Connection (influence) and Loyalty rating.
How to fill: Spend contact points during creation. Name each contact and describe their usefulness.
Example: Fixer (Connection 4, Loyalty 2): Jenna 'Patchwork' Reyes
- lifestyle
Your standard of living: determines where you live, what you eat, and monthly costs.
How to fill: Choose a lifestyle level (Street, Squatter, Low, Medium, High, Luxury) and prepay months.
Example: Medium (5,000¥/month)
About Shadowrun 6th Edition
Shadowrun, Sixth World is the current edition of the classic cyberpunk-fantasy RPG. It is the 2080s: the Awakening brought magic back, metahumanity (elves, dwarfs, orks, trolls) walks the streets, dragons sit on megacorporate boards, and shadowrunners do the deniable dirty work the corps cannot be seen doing. You play a runner: part criminal, part specialist, part survivor, taking jobs from anonymous Mr. Johnsons in a world where the real power holds an extraterritorial charter.