๐Ÿ“‹ Character Sheet Guide

โ€œYour character sheet is your lifeline. Know it, update it, or die.โ€

This guide explains how to use the Cyberpunk RED character sheet template in Obsidian.


๐Ÿš€ Getting Started

Which Character Sheet Should You Use?

There are several options depending on how you play:

If youโ€™re playing with pencil and paper or want a printable/fillable form:

SheetBest ForDownload
Standard SheetMost playersDownload PDF
Lifepath SheetMore backstory spaceDownload PDF
Edgerunner FolioComplete trackingDownload PDF

๐Ÿ“ Simple Markdown Sheet (For Text Editors)

A clean markdown file you can edit in any text editor, Notion, or similar:

Download Markdown Character Sheet

Just fill in the blanks as you create your character!

๐Ÿ”ฎ Obsidian Template (Advanced - Obsidian Users Only)

If you use Obsidian for note-taking and want an integrated sheet with auto-calculated fields:

  1. Copy the Template:

    • Navigate to Templates/Character Sheet.md
    • Create a new note in your preferred location
    • Copy the entire template content OR use Obsidianโ€™s template plugin
  2. Rename Your File:

    • Name it after your character (e.g., Johnny Raven.md)
    • Update the handle field in the frontmatter
  3. Fill in the Frontmatter:

    • All the actual data lives in the YAML frontmatter at the top
    • The body of the note just displays this data using VIEW[] tags
    • Requires the Obsidian Dataview plugin to work properly

๐Ÿ“Š Understanding the Frontmatter

The character sheet uses YAML frontmatter (the section between --- markers at the top) to store all data. The body then uses VIEW[] tags to display it.

Primary Stats

# === PRIMARY STATS ===
INT: 5
REF: 6
DEX: 6
TECH: 5
COOL: 7
WILL: 6
MOVE: 5
BODY: 5
EMP: 7

These are your core stats. Edit only the frontmatter โ€” the body auto-updates!

Derived Stats

# === DERIVED STATS ===
max_hp: 35
current_hp: 35
seriously_wounded: 18
death_save: 5
max_luck: 5
current_luck: 5
max_humanity: 70
current_humanity: 70
total_hl: 0
FieldWhat It IsHow to Calculate
max_hpMaximum Hit Points10 + 5 ร— โŒˆ(BODY + WILL) รท 2โŒ‰
current_hpCurrent HPTrack during play
seriously_woundedThresholdMax HP รท 2 (round up)
death_saveDeath SaveBODY
max_luckMaximum LuckLUCK stat
current_luckCurrent LuckRefills each session
max_humanityMax HumanityEMP ร— 10
current_humanityCurrent HumanityTrack cyberware loss
total_hlTotal Humanity LossSum of all cyberware HL

Role Info

# === ROLE INFO ===
handle: "Street Name"
role: "Fixer"
role_ability: "Operator"
role_rank: 4

Progression & Economy

# === PROGRESSION ===
ip_earned: 0
ip_spent: 0
reputation: 0
 
# === ECONOMY ===
cash: 0

These track your advancement and wealth.

Skills

Skills are only listed if non-zero:

# === SKILL LEVELS ===
skill_handgun: 4
skill_evasion: 6
skill_perception: 4
# ... only list skills you have

Skill Variable Names:

VariableSkill
skill_concentrationConcentration
skill_perceptionPerception
skill_athleticsAthletics
skill_evasionEvasion
skill_handgunHandgun
skill_shoulder_armsShoulder Arms
skill_meleeMelee Weapon
skill_brawlingBrawling
skill_persuasionPersuasion
skill_tradingTrading
skill_streetwiseStreetwise
skill_first_aidFirst Aid
skill_electronicsElectronics/Security
skill_stealthStealth
โ€ฆ(see full list in template)

๐Ÿ”„ During Play

Things to Update After Every Session

  1. current_hp โ€” Healing or damage
  2. current_luck โ€” Refills to max_luck each session
  3. cash โ€” Income, purchases, loot
  4. ip_earned โ€” Add IP from session

Things to Update After Combat

  1. Update current_hp
  2. Note any armor ablation in the Armor section
  3. Update ammo counts in the Ammunition section

Things to Update After Advancement

  1. Skills: Update relevant skill_ variables
  2. ip_spent: Track what youโ€™ve spent
  3. Stats: If you raised a STAT, update it and recalculate derived values

Things to Update After Installing Cyberware

  1. Add cyberware to the table in the body
  2. Update total_hl (sum of all HL)
  3. Update current_humanity (max_humanity - total_hl)

๐Ÿ“ The VIEW System

The body uses VIEW[{variable}] tags to display frontmatter values:

| INT | REF |
|:---:|:---:|
| `VIEW[{INT}]` | `VIEW[{REF}]` |

This will display the values you set in the frontmatter.

Calculated Fields

Some fields do math:

| BASE |
|:----:|
| `VIEW[{INT} + {skill_perception}]` |

This shows INT + Perception skill = Skill Base.


โš ๏ธ Common Mistakes

Donโ€™t Edit the Body Tables

โŒ Wrong: Editing the VIEW tags directly โœ… Right: Edit the frontmatter, let VIEW tags update

Donโ€™t Forget Derived Stats

When you change BODY or WILL, you need to manually update:

  • max_hp = 10 + 5 ร— โŒˆ(BODY + WILL) รท 2โŒ‰
  • death_save = BODY
  • seriously_wounded = max_hp รท 2 (round up)

Track Humanity Properly

When adding cyberware:

  1. Update total_hl
  2. Recalculate current_humanity = max_humanity - total_hl
  3. Current EMP = current_humanity รท 10 (round down)

๐ŸŽฏ Quick Reference

Wound State Thresholds

For a character with 40 max HP:

  • Lightly Wounded: 39-20 HP (no penalty)
  • Seriously Wounded: 19-1 HP (-2 all Actions)
  • Mortally Wounded: 0 or less (Death Saves!)

Death Saves

Roll 1d10 each turn at 0 HP. Must roll โ‰ฅ BODY to survive. Penalty increases by 1 each turn.

Skill Bases

BaseMeaning
10+Competent
14+Professional
18+Expert
22+Legendary