๐ Character Sheet Guide
โYour 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.
๐ Getting Started
Which Character Sheet Should You Use?
There are several options depending on how you play:
๐ Official PDF Sheets (Recommended for Most Players)
If youโre playing with pencil and paper or want a printable/fillable form:
| Sheet | Best For | Download |
|---|---|---|
| Standard Sheet | Most players | Download PDF |
| Lifepath Sheet | More backstory space | Download PDF |
| Edgerunner Folio | Complete tracking | Download PDF |
๐ 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!
๐ฎ Obsidian Template (Advanced - Obsidian Users Only)
If you use Obsidian for note-taking and want an integrated sheet with auto-calculated fields:
-
Copy the Template:
- Navigate to
Templates/Character Sheet.md - Create a new note in your preferred location
- Copy the entire template content OR use Obsidianโs template plugin
- Navigate to
-
Rename Your File:
- Name it after your character (e.g.,
Johnny Raven.md) - Update the
handlefield in the frontmatter
- Name it after your character (e.g.,
-
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
๐ 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: 7These 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| Field | What It Is | How to Calculate |
|---|---|---|
max_hp | Maximum Hit Points | 10 + 5 ร โ(BODY + WILL) รท 2โ |
current_hp | Current HP | Track during play |
seriously_wounded | Threshold | Max HP รท 2 (round up) |
death_save | Death Save | BODY |
max_luck | Maximum Luck | LUCK stat |
current_luck | Current Luck | Refills each session |
max_humanity | Max Humanity | EMP ร 10 |
current_humanity | Current Humanity | Track cyberware loss |
total_hl | Total Humanity Loss | Sum of all cyberware HL |
Role Info
# === ROLE INFO ===
handle: "Street Name"
role: "Fixer"
role_ability: "Operator"
role_rank: 4Progression & Economy
# === PROGRESSION ===
ip_earned: 0
ip_spent: 0
reputation: 0
# === ECONOMY ===
cash: 0These 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 haveSkill Variable Names:
| Variable | Skill |
|---|---|
skill_concentration | Concentration |
skill_perception | Perception |
skill_athletics | Athletics |
skill_evasion | Evasion |
skill_handgun | Handgun |
skill_shoulder_arms | Shoulder Arms |
skill_melee | Melee Weapon |
skill_brawling | Brawling |
skill_persuasion | Persuasion |
skill_trading | Trading |
skill_streetwise | Streetwise |
skill_first_aid | First Aid |
skill_electronics | Electronics/Security |
skill_stealth | Stealth |
| โฆ | (see full list in template) |
๐ During Play
Things to Update After Every Session
current_hpโ Healing or damagecurrent_luckโ Refills tomax_luckeach sessioncashโ Income, purchases, lootip_earnedโ Add IP from session
Things to Update After Combat
- Update
current_hp - Note any armor ablation in the Armor section
- Update ammo counts in the Ammunition section
Things to Update After Advancement
- Skills: Update relevant
skill_variables ip_spent: Track what youโve spent- Stats: If you raised a STAT, update it and recalculate derived values
Things to Update After Installing Cyberware
- Add cyberware to the table in the body
- Update
total_hl(sum of all HL) - Update
current_humanity(max_humanity - total_hl)
๐ 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.
โ ๏ธ Common Mistakes
Donโt Edit the Body Tables
โ Wrong: Editing the VIEW tags directly โ Right: Edit the frontmatter, let VIEW tags update
Donโt Forget Derived Stats
When you change BODY or WILL, you need to manually update:
max_hp= 10 + 5 ร โ(BODY + WILL) รท 2โdeath_save= BODYseriously_wounded= max_hp รท 2 (round up)
Track Humanity Properly
When adding cyberware:
- Update
total_hl - Recalculate
current_humanity=max_humanity-total_hl - Current EMP =
current_humanityรท 10 (round down)
๐ฏ 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 โฅ BODY to survive. Penalty increases by 1 each turn.
Skill Bases
| Base | Meaning |
|---|---|
| 10+ | Competent |
| 14+ | Professional |
| 18+ | Expert |
| 22+ | Legendary |
๐ Related Topics
- Player Handbook โ Player Handbook
- Character Creation โ Building your character
- Pre-Made Characters โ Ready-to-play โrunners
- Skills โ Full skill list