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Cyberpunk Character Sheet Version 3.5 by Robert E.

Webb
Name
Handle
Handle
Role
ATTRACTIVENESS
BODY
MOVEMENT ALLOWANCE
REFLEX'S
LUCK
Looks

RUN = 3xMA
LEAP = run/3
CARRY =10xBody
LIFT =40xBody
Humanity
Radiation Level
Ip
Character Points
Reputation
STATS
COOL / WILL
EMPATHY
INTELLIGENCE
PSYCHIC
TECHNICAL
LIFE PATH
Physical Description

Height
Weight
Hair
Eyes
Motivations

Life Path

Traits

Clothes

Valued person

Hair Style

Value most

Affectation

Feel About People

Ethnicity

Valued Possession

Language

FAMILY BACKGROUND

LIFE EVENTS
What happened this year

Year

Friends

Enemies

WEAPONS

Type

Name
Magazines

Magazines

Type

Type

Magazines

Type

Name
Magazines

Type

Name
Magazines

Type

Name
Magazines

Type

Name
Magazines

Ammo Type
StrikePunch Kick Disarm

Rate of Fire

Rate of Fire

Sweep Block Dodge

Reliability

Reliability

Reliability

Grapple Throw

Range
Damage

Reliability

Range
Damage

Reliability

Skill Total
Rate of Fire

Range
Damage

Skill Total
Rate of Fire

Range
Damage

Skill Total
Rate of Fire

Range
Damage

Skill Total

WA
# of Shots

Reliability

Skill Total

WA
# of Shots

Ammo Type

Rate of Fire

WA
# of Shots

Ammo Type

Damage

Skill Total

WA
# of Shots

Ammo Type

Rate of Fire

WA
# of Shots

Ammo Type

Skill Total

WA
# of Shots

Ammo Type
Name

Martial Art

# of Shots

Ammo Type
Name

WA

Range
Damage

Reliability

Range

Hold Choke Escape Ram

Totals for Expert Martial Arts

Location
Head
Torso
Right Arm
Left Arm
Right Leg
Left Leg

Layer 1
-0 Ref

Layer 2
-0 Ref

Hit Locations and Wounds


Layer 3
Layer 4
Layer 1
Layer 2
-1 Ref
-2 Ref
-0 Ref
-0 Ref

Layer 3
-1 Ref

Layer 4
-2 Ref

Roll
1
2-4
5
6
7-8
9-10

Old armor rules: Add the SP for each layer of armor worn but, layers 3 = -1 Ref and Layer 4 = -2 Ref for a
total of -3 Reflex. Skin weave and sub dermal armor each count as a layer
Wound Table and Effects
Wound Type
Stun Save Death Save BTM (Body Type Modifier) 0
Light (No Effect)
0
0
Serious (-2 Ref)
-1
0
Critical (1/2 Ref Int Cool)
-2
0
Mortal 0 (1/3 Ref Int Cool)
-3
-1
Mortal 1
-4
-2
Mortal 2
-5

Mortal l3
Mortal 4
Mortal 5
Mortal 6

-3
-4
-5
-6

-6
-7
-8
-9

CYBERNETICS
Type

Humanity Loss

Gear

Cost

Money
Place
Credit Chip 1
Credit Chip 2
Account #
Account #

Amount

Place
Cash On Hand
Stash
Stash
Stash

Amount

SKILL
Accounting
Aero Tech 2
Anthropology
Appraise
Archery
Athletics
Authority
AV Tech 3
Awareness/Notice
Basic Tech 2
Biogenetics 2
Biology
BioTech 5
Body Language
Botany
Braindance Use
Brawling
Calligraphy
Charismatic Leadership
Chemistry
Combat Sense
Combat Soccer
Composition
Computer Use
Controlled Hyperventilation
Credibility
Cryotank Operation
Cyber Tech 2
Cyberdeck Design 2
Demolitions 2
Diagnose Illness
Disguise
Dodge & Escape
Driving
ECM
Education & Gen. Know
Eidetic Memory
Elec. Security 2
Electronics
Endurance
EVA
Expert: Martial Arts 5
Family
Fencing
First Aid
Forgery
Gamble
Geology
Gyro Tech 3
Handgun
Heavy Weapons
Herbalism
Hide/Evade
History
Human Perception
Interface
Interrogation
Interview
Intimidate
Jury Rig
Language
Language
Language
Language
Language
Leadership
Library Search
MA 1
MA 2
MA 3
Mathematics
Medical Tech
Meditation
Melee
Motorcycle
Operate Hvy. Machinery
Oratory
Origami
PA Tech 3

STAT
INT
TECH
INT
INT
REF
REF
COOL
TECH
INT
TECH
INT
INT
TECH
INT
INT
TECH
REF
TECH
COOL
INT
REF
REF
INT
INT
BODY
INT
TECH
TECH
TECH
TECH
INT
TECH
REF
REF
INT
INT
INT
TECH
TECH
BODY
REF
REF
INT
REF
TECH
TECH
INT
INT
TECH
REF
REF
INT
INT
INT
EMP
INT
COOL
EMP
COOL
TECH
INT
INT
INT
INT
INT
EMP
INT
REF
REF
REF
INT
TECH
COOL
REF
REF
REF
COOL
TECH
TECH

STAT

RANKS

TOTAL

SKILL
Personal Grooming
Persuasion & Fast Talk
Pharmaceuticals 2
Photo & Film
Physics
Pick Lock
Pick Pocket
Pilot (Dirigible) 2
Pilot (EVPA) 2
Pilot (Fixed Wing) 2
Pilot (Gyro) 3
Pilot (Ship) 2
Pilot (SpacePlane/Shuttle) 3
Pilot (Sub)
Pilot (Vertical Thrust) 3
Pilot (Watercraft)
Play Instrument
Programming
Psychic Focus (Psychic)
Psychology
Resist Torture/drugs
Resources
Rifle
Seduction
Shadow/Track
Shotgun
Social
Spacecraft Tech 4
Stealth 2
Stock market
Streetdeal
Streetwise
Strength Feat
Submachine gun
Survival (Space)
Survival (Underwater)
Survival (Urban)
Survival (Wilderness)
Swimming
System Knowledge
Tactics
Tattooing
Teaching
Underwater Combat 2
Underwater Heavy Weapons
Underwater Weapons
Wardrobe & Style
Weapon Tech 2
Wetware Design
Zero-G Combat 2
Zero-G Maneuver
Zoology

STAT
ATTR
EMP
TECH
TECH
INT
TECH
TECH
REF
REF
REF
REF
INT
REF
REF
REF
REF
TECH
INT
PSY
INT
COOL
INT
REF
EMP
INT
REF
EMP
TECH
REF
INT
COOL
COOL
BODY
REF
INT
INT
INT
INT
BODY
INT
INT
TECH
INT
REF
REF
REF
ATTR
TECH
TECH
REF
REF
INT

STAT

RANKS

TOTAL

INITIATIVE IS YOUR REFLEX / COMBAT SENSE / D10.


IF
YOU HAVE COMBAT SENSE IT ADDS TO ALL OF YOU
AWARENESS NOTICE ROLLS.
NEW RULES: ACTIONS, YOU
GET A MOVE ACTION, AND A ATTACK ACTION, WHICH MEANS
YOU MAY MOVE YOU TOTAL MOVEMENT ALLOWANCE AND
STILL ATTACK, YOU ALSO CAN HOLD ACTION TO RESPOND TO
SOMETHING, IF YOU DO THIS, WHEN YOU RESPOND THAT
WILL BE YOUR NEW INITIATIVE. ALSO ALL ACTIONS YOU ARE
TAKING MUST BE DECLARED AT THE START OF YOUR TURN,
EACH ACTION OVER YOU ONE ADDS A -3 PENALTY THAT
STACKS FOR ALL ACTIONS YOU TAKE THAT ROUND. (SO IF YOU
MOVE AND ATTACK TWICE YOU ARE AT -3, IF YOU ATTACK 4
TIMES YOU ARE AT -9)

INITIATIVE IS YOUR REFLEX / COMBAT SENSE / D10.


IF
YOU HAVE COMBAT SENSE IT ADDS TO ALL OF YOU
AWARENESS NOTICE ROLLS.
NEW RULES: ACTIONS, YOU
GET A MOVE ACTION, AND A ATTACK ACTION, WHICH MEANS
YOU MAY MOVE YOU TOTAL MOVEMENT ALLOWANCE AND
STILL ATTACK, YOU ALSO CAN HOLD ACTION TO RESPOND TO
SOMETHING, IF YOU DO THIS, WHEN YOU RESPOND THAT
WILL BE YOUR NEW INITIATIVE. ALSO ALL ACTIONS YOU ARE
TAKING MUST BE DECLARED AT THE START OF YOUR TURN,
EACH ACTION OVER YOU ONE ADDS A -3 PENALTY THAT
STACKS FOR ALL ACTIONS YOU TAKE THAT ROUND. (SO IF YOU
MOVE AND ATTACK TWICE YOU ARE AT -3, IF YOU ATTACK 4
TIMES YOU ARE AT -9)
Paint and Draw
Palmistry
Perform

TECH
EMP
EMP

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