Cyberpunk RED Character Sheet

Main Tab


The stats are the leftmost boxes with the labels: INT, REF, DEX, TECH, COOL, WILL, LUCK, MOVE, BODY, and EMP. They can all be edited by simply clicking and typing.

If a stat has a modification from another source (like cyberware) a small + and/or - will appear to the upper left of the affected STAT. 

This icon can be double-clicked to show a popup with how the updated number for the STAT was achieved:

When clicking a stat with a modification to edit it, the number will change to the initial number you had the stat set to. When you modify it and click off, any previously applied modifications will be reapplied to the new number, and will reflect in the STAT field

To expend LUCK, click the luck button, type in how much luck you would like to apply to your next roll, then click apply. The next relevant roll will have luck applied.

Humanity and EMP are automatically updated depending on how much equipped cyberware you have, or how high your current humanity is.

To do a Humanity Roll, drag the leftmost number of the humanity section, and right click until you get the number of dice requested by the gm. Holding shift and dragging will cause the result to be halved.


After you get a character created, be sure to update your remaining health to match your max.

The Seriously wounded wound threshold is automatically calculated and the -2 (or -4 at mortally wounded) are all handled.

Death save rolls are automatically triggered at the start of a turn in combat if relevant (this functionality can be disabled via the Options menu). Double clicking the death save number will also trigger a death save roll. On a success, it'll automatically decrement the death save number.

Death save modifications via wounds aren’t actively displayed on the character sheet, but are displayed in the roll output.

Right clicking the death save number will bring up an option to either trigger a roll, or reset the death save number. Increasing health to a number above 0 will also reset the death save number. 


You can add a new element to the Critical Injuries table or the Addictions table by right clicking and clicking "Create Item"

Click the link next to the element to modify the selected effect. See the effect section for more details on specific effects. Injuries other than those that affect MOVE will not actively reflect on the character sheet. Those injuries (and any death save modifications) require the Character to be on the Combat tracker.


To get armor to show up, you must have an item in your Gear table of the armor type, and it must be equipped. Only the armor with the highest remaining SP value will be shown in this table.

If more than one type of body, head, or shield armor is equipped, a "Layered Armor" button will show up. If this is clicked, it'll open a window that shows all of the equipped armor.

Right clicking the SP number brings up a menu with an option to "Reset SP". Armor generated from the ARMOR() effect will be reset if the item/cyberware with the effect is unequipped/deactivated.


Press the Init button to roll your initiative. If your character is on the combat tracker, the total will automatically reflect there. 


This is just a number tracking how much money you currently have. 


Click the gear filter button to only show the selected gear type, the options are: All, Ammo, Armor, Cyberdeck, Cyberware, Drugs, General, Melee Weapons, Ranged Weapons, Vehicles, Vehicle Upgrades, and Weapon Attachments.

Any item or cyberware can be dropped onto the gear section to be added to the list. Ammunition dropped onto the list will automatically have its quantity updated per the number of units per “box” of ammo dropped into the gear. (So one “box” of ammo could translate to 10 units of that ammo. This number is important for ammo tracking on the actions tab)

Any item with effects must be equipped to have its effects or existence reflect on other parts of the sheet.

You can split a stack of items by right clicking the item you want to split, clicking “Split Stack”, and clicking the option that corresponds to how you would like it split.


  • Single - Reduces the selected element by 1 and copies the item with a quantity of 1, Can result in an item with 0 quantity.

  • Halve - Attempts to grab half of the items, rounding down, reduces the quantity of that item by that number, and creates a new item with that quantity. Can result in an item with 0 quantity being created if the quantity of the original item is 1 or less.

Skills Tab


A small plus and/or minus icon shows up to the right of the skill name when the skill is modified by an external source (like cyberware or gear).

The icon can be double clicked to show a breakdown of what is modifying the skill.

The skill name, LVL, or BASE  can be double clicked or dragged to trigger a roll for the skill.

The stat for a skill can be dynamically changed with a click if the GM allows different stats to be associated with skill rolls.

The martial arts skill is set up a little differently than the paper character sheet to allow a little more nuance to the functionality to the skill

Custom Skills

The sidebar “Skill” button contains a list of all the skills and their definitions

Custom skills can be added by clicking the green plus, or sorted by the group the skill is associated with. 

All skills have the following fields:

  • Skill Name: The name of the skill, displayed in white on the character sheet or NPC sheet.

  • Default STAT: Can be clicked to cycle through all of the base STATs to define the default associated STAT.

  • Skill Group: The parent group of the skill, translates to the text with the black background. This field can be safely left empty.

  • Subskills: A list of subskills. The existence of empty or filled rows in this list will cause the parent skill to only display its name and display the fields as its children (or NPCs will have the child skill in the parenthesis after them). Each child will be assigned the stat as defined in the “Default STAT” above. This cannot be used to add subskills to core skills that don’t already have subskills.

  • A description field: A rich text field that can be edited to describe the skill.

  • The lock in the upper right hand corner can be toggled to lock and unlock the skill unless it’s a core skill.


Skills are checked against a stored list, thus core skills cannot be renamed outside of those with subskills.

Skills can be dragged and dropped onto the skills page from the ‘Skills’ sidebar category table. On dropping the skill onto the sheet, it will add to whatever group it was dropped in unless a parent group was defined in the skill definition, in which case it will place itself into that group (or create the group if it doesn’t exist).

The black group heading can be right clicked to create a new group, or add a skill to the selected group.

The white skills can be right clicked to do the same as the black group headings, in addition there’s an option to view the description of the skill, or refresh the skill (this will delete and re-add the skill).

All custom skills and custom groups gain an additional option to delete the selected element in the right click menu.

Custom skills also have their add skill option replaced with an option to add a subskill.

Core skills can only have subskills added by right clicking a subskill. If all subskills were accidentally deleted, clicking the refresh button on the parent skill will restore the missing fields.

The refresh button at the top can be used to refresh all missing core skills should anything wonky happen.

Actions Tab


The Targeted Location icon cycles through possible targeting locations when clicked (Body, Hand/Item, Head, Leg). Any location other than the body will impose a -8 to any attack rolls


The Throw Object button triggers an athletics check. If there's an option selected in the cycler to the right of it, it will compare the result to a DV and indicate whether the throw was successful. There are options for all relevant throwing ranges, as well as an auto option and an option for a custom dv. The range DVs can be modified by clicking the edit button to the right of the cycler. 


Weapons only show up in this table if they're equipped, or attached to some active cyberware

The arrow on the far left of ranged weapons will, if clicked, toggle the visibility of the shooting ranges for the weapon. These ranges dynamically update depending on what range options have a DV associated with them. They come in handy when attacking objects/non-tokens.


All of the buttons on weapons dynamically toggle their visibility depending on the settings specified in the item definition. The buttons are Autofire, Single shot, Suppressive Fire, and Reload. Melee weapons will only have an option for an attack

The cycler to the right of the buttons changes what ammo is loaded. As the Ammo is changed, buttons/options will appear/disappear below the cycler depending on the settings of the ammo item. These options include a button to request a save from your targets, a dv for the save, a button to apply the ammo effect to the target, and a damage box to apply damage to the target if the weapon damage isn't relevant. If you change the ammo type while you still have ammo in your weapon, it'll automatically return the remaining ammo to the entry in the ammo table.

The sections to the far right are the damage for the weapon, the current ammo (be sure to click the reload button), and the rate of fire

After clicking the autofire button, the damage will automatically update to use the autofire damage, and a multiplier will show up. If one of the range bounds was selected or the character is selecting a target on a map (while their token is also on the same map), it will try to automatically calculate the multiplier. Otherwise it will need to be modified manually by the user. The user can easily toggle between damage types by right clicking the damage.

If the weapons have weapon attachments (defined in the weapon details), they will show up in a list below the weapon actions. Between the weapon actions and the weapon ranges.


The cycler changes what ammo is loaded. As the Ammo is changed, buttons/options will appear/disappear below the cycler depending on the settings of the ammo item. These options include a button to request a save from your targets, a dv for the save, a button to apply the ammo effect to the target, and a damage box to apply damage to the target if the weapon damage isn't relevant.

The button to the right of the cycler decrements the selected ammo type by 1 in the ammo list.

The damage to the right of the decrement button allows for arbitrary damage application. The default setting is set to 6d6 (default grenade damage). It can be cleared or reset by right clicking it.


This table will show any ammo you have equipped. The numbers are based on the quantity of the item in the gear table on the Main page. On dropping ammo from the “Items” sidebar table into the inventory list, the ammo will be multiplied by the “Units Per” value in the item definition.


The green plus can be clicked to add a custom move to the moves list. Moves can also be dragged and dropped from the “Moves'' sidebar button table.


Clicking the brown edit button will cause several delete buttons to display to remove any unwanted move

Clicking the edit button next to an action will open a window that will allow an action to be modified (actions added via other sources cannot be modified this way)

The button on the effect action (Agent, Disarming Combination, and Voice Stress Analyzer from the above picture) will apply an effect to yourself or any targets for the duration depending on the specifications in the settings.

The skill action will trigger the roll of a skill from the skills list. If it can't find it, it'll throw a warning. 

A skill can also be specified as an attack, meaning it will account for the targeting location. An arbitrary DV can be specified to gauge success.

The damage action will apply the damage rolled, or if the "BODY Damage" option is checked, it'll apply damage equal to the user's body. The Ignore Armor Option will remove armor from being accounted for in the applied damage. The bonus ablation will be applied on top of the normal ablation if it exists.

For more information on Moves see the “Moves” section under “Running Combat.”



Roles are stored in a list at the bottom of the actions tab. All predefined roles can be dragged and dropped onto the character sheet from the Roles table accessed from the “Roles” button under the “Character” section in the sidebar. Once dropped, each role has a link that will open a configuration window that can be freely edited. NPC Role panels generally have the same functionality as the PC version, but are far more simplified structurally.

If a role that already exists is dropped onto the character sheet, the role level will automatically increment by 1 and update the content of the panel base on the new rank. The role level can also be freely modified to a number between and including 0 and 10, causing the content of the panel to update accordingly.

Adding roles to the character sheet will dynamically update the roles in the “ROLE & LEVEL” in the header. The topmost role in the list will be the leftmost in the header.

All roles have 6 dots to the left of their name, these dots can be dragged to reorder the roles within the roles list. This will also automatically reorder the roles in the “ROLE & LEVEL” section in the header

Double clicking the role name or ability name will minimize the content of the section, and each Role panel has a rich text notes section at the bottom for the player’s personal convenience.


This role is the most editable of all the roles, allowing direct editing of the section headings to better fit the flavor of the character. The “Roll ability vs Group Size” buttons roll against the DVs of the respective tables below them. The tables dynamically update depending on the ranks allocated to this role, with the newest benefit on top. 

Each table heading can be double clicked to hide the respective table to reduce action tab verticality.


The unallocated ranks dynamically update depending on what the user has selected with the check boxes. Clicking a checkbox will apply a "negative" checkbox to the opposite side of the remaining skill checkboxes.

Some skills get more dots as the solo ability gets more ranks associated with it, only if they produce something meaningful will they display more relevant dots (if a skill allows for bonuses for every three dots allocated, at level 4, only 3 dots will be visible). All abilities either provide some die-affecting benefit, or informational text when they become relevant to a roll.

Each ability heading can be double clicked to hide the respective ability details to reduce action tab verticality.


See the “Running a Netrun” section or the “Netrunner Combat: section for more in-depth information on how to use this role in a netrun or in combat.

The net actions number dynamically updates depending on how many ranks are allocated to the netrunner ability. These allocations can be updated by editing the role details via clicking the edit link.

The Cyberdeck link to the right of the “Cyberdeck” label expects a link to a cyberdeck. Programs, ICE, and Hardware are all stored in the cyberdeck item. Equipping a cyberdeck to the netrunner role will update the panel to have more detail based on what is installed in the cyberdeck. Equipping a second cyberdeck or removing the role will automatically move the currently equipped cyberdeck to the character sheet’s gear table.

The Interface abilities are all rolled using the netrunner ranks. The “Encounter ICE” button should be clicked by the player when first encountering ICE while in a net architecture. The GM will need to manually compare this number against the ICE’s own speed roll. This is not automated.  Right clicking the rez for a program will show options for resetting the current REZ of a program, or deleting the program altogether.

Clicking the “Active” checkbox attached to the boosters or defenders will apply their effects to the netrunner's abilities. Clicking the buttons under the “Action” section will apply their associated actions against a target specified in the combat tracker. See the “Netrunner Combat” section for more detail on the specific functionality of these buttons. Black ICE are NPCs that get added (and marked as friendly) or removed from the combat tracker based on the state of the toggle. 


Note: In the above picture, each section has a detail field explaining what can be done with each ability. These were all hidden for the sake of verticality.

The brown slash in the upper right corner is an edit button. If the Unallocated Ranks are at 0, any abilities with no allocated skills will be dynamically hidden. Clicking the edit button button will show all ranks allocated or not.

The “Active” checkbox to the right of the field expertise input will make the associated skills reflect on the skills tab. The buttons associated with Field Expertise will always add the field expertise bonuses to the rolls when they are pressed.

Each subsection can be double clicked to show or hide the details of each section for convenient scrolling.

Each roll button associated with a section rolls the skill in the item details section plus the rank of the specialty against the dv of the item details section. The cost table is provided primarily as a reference and as a tool to provide the DVs to roll against.


The brown slash in the upper right corner is an edit button. If the Unallocated Ranks are at 0, any abilities with no allocated skills will be dynamically hidden. Clicking that button will show all ranks allocated or not.

All sections dynamically update the bonuses to their associated rolls, some have limits on how many points can be allocated to them. For the surgery and medical tech skills, the rightmost numbers are the base value, similar to how skills on the skills page are handled. The Medical tech skill grows whether ranks are added to pharmaceuticals or cryosystem operation.As ranks are allocated to cryosystem operations, the benefits of the ability will dynamically update.

The “Synthesize” button rolls the medical tech skill against the synthesize DV, which can be set by editing the role details.

To add Pharmaceuticals to the table, the medtech can simply drag and drop drugs from the sidebar “Items” list onto the role panel. The Items list has a filter that can be used to easily find all available drugs.

Clicking the apply button on any of the drugs will apply the primary effect of the drug to the user, or if shift is pressed while clicking, to the targeted character on the combat tracker.

The “Benefits” label can be double clicked to toggle the visibility of the cryosystem operation benefits list.


Both of the “Passive” and “Active” rolls display results based on the rumor table below them, and roll using the skill typed into the box to the right.This box will offer suggestions of potential skills as the user types. If the skill doesn't exist when a button is pressed, it'll throw a warning.

The results of a “Passive” rumor roll are only visible to the GM unless they're sharing their rolls with the table. It displays the results relevant to the “Passive DV” column.

The results of the “Active” roll are displayed to all users. It displays the results relevant to the “Active DV” column. 

The sections below the "Publishing Stories or Scoops" heading dynamically update depending on the role rank. Including the believability roll number. The believability roll attempts to roll below or equal to the believability number, which dynamically increases based on the evidence bonus. The player needs to manually adjust the “Evidence Bonus” depending on the bonuses the GM is allowing. The result of the roll indicates success or failure. 

Each table can be toggled by double clicking the section headings.


Benefits dynamically update based on rank with the newest benefit on top of the list.

To add a team member, a user should access the “Tables” list from the sidebar and filter by the term, “Team Members”. That will display a list of team member classes that the exec can choose from. The user should then roll on one of those tables, and drag and drop the result from the chat onto the “Team Members” list in the Exec panel on the character sheet. The “Job” field of team members can be freely edited.

Right clicking the loyalty of a particular team member brings up an option to roll the starting loyalty, roll against the loyalty, and remove the character. The roll against the loyalty will not be visible to the player unless the GM is showing their rolls.

Below that section is a list provided for convenience to remind the exec of ways to improve or lower the loyalty of their minions. 

The “Benefits” section label can be double clicked to toggle the visibility of the benefits list.


The “Call Backup” button rolls against the user's lawman rank. Below or equal to the rank is a success. The “Estimated Arrival” button rolls the eta of what backup the Lawman has selected, if any. It'll also include any NPCs in the chat log for easy access by the GM. A roll of a natural 6 will call backup of one rank higher than the one a Lawman was trying to call per the rules of the ability.

The description field of each lawman backup type can be freely edited.


All sections dynamically update depending on the rank of the fixer, with the most recent benefit on the top of the lists. Be sure to update the other pieces of the character sheet with any relevant bonuses as the rank is increased (like additional languages known)

The “Haggle” button triggers the trading skill roll while also adding the fixer’s role ability rank to the roll. This value will need to be manually compared to a DV, or a competing roll, set by the GM.

All of the tables can be hidden to reduce verticality by double clicking the list label.


The skills associated with the “Vehicle Familiarity” section get nomad ranks added to the base skills on the skills tab; the buttons in the role panel exist for convenience.

The family motorpool is simply a list of available vehicle options for the nomad. Clicking the toggle under the deploy heading for a particular vehicle will add it or remove it from the combat tracker. See the “Vehicle” section under the NPCs heading for more details on vehicles.

In the right click menu toed to every vehicle SDP, there are 3 options; 

  • Delete: remove the vehicle from the list 

  • Repair vehicle to SDP Max: There’s a hidden number on the vehicle details sheet that is stored to specify a number to where the SDP should be set to when the vehicle is repaired. This option will repair the vehicle to that number.

  • Reset SDP Max to Current Value: This option updates the aforementioned hidden number to whatever value the SDP is set to. Allowing for repairs to be simpler to execute.


The Cyberpunk RED ruleset for Fantasy Grounds allows GMs to create their own Custom Roles from the Roles list in the right Sidebar.

From the Role list, a new Role can be created using the green plus “Add” button. A new Role window will open. Give the Role a name, and then assign Abilities and Features. The “Custom” template will be selected by Default. If the GM wishes, they can select a template from the Core Rulebook as well, if they wish to do slightly modified versions of Roles from the Core Rulebook.

The Custom Template allows for adding Abilities. Abilities are Features that the PC can roll a D10 with. 

Note: The Custom Role abilities allow for rolling per the fields below, but currently the GM will need apply any Effects as a result of the roll manually.

Abilities have the following fields:

  • Name: The name that appears on the Custom Role Panel of the Actions Tab.

  • Skill: If set, when this ability is rolled, the Skill Base from the selected skill is added to the result.

  • Roll Under? (Un.): If checked, this is a “Roll Under” Ability (similar to Lawmen Backup) and the Custom Role must roll equal to or under their Rank.  If “+/-” is checked, they must roll under the amount they allocated to the ability.

  • Can Allocate? (+/-): If checked, the Custom Role can allocate a number of points to this Ability equal to their Rank. If there are multiple “Can Allocate?” Abilities, then they must spread their points across those.

Also, as shown in the screenshot above, the Custom Role allows for adding Features. Features are just simple extra traits that will show up in the Character’s Role Panel at the given Rank. If a Feature provides a mechanical benefit, the GM will need to apply that manually, for now.

Features have the following fields.

  • Name: The name that appears on the Custom Role Panel of the Actions Tab.

  • Rank: The Rank the Character must be in the Custom Role in order for the Feature to show up in their list.

Using the Above Custom Role example, the Character’s Role Panel would be displayed as in the following screenshot.

Since in our example, we set “Enhanced Reflexes” and “Second Wind” as “Can Allocate?” the PC would need to allocate points into those. For example:

In the above example, the PC Critically Succeeds on the Enhanced Reflexes check. You can see they also add their +4 Skill Base for Perception, since we specified that the Perception skill applies to that roll. The Second Wind ability is a Roll Under or Equal DV 3 since we applied 3 points there. The PC rolls a 3, which is a success. Finally, the Wall Dash ability is a standard Ability, so they just add their Rank in the Custom Role, which you can see on the left (though the PC Critically Failed that roll.) Roll Equal or Under Abilities do not Explode on 1 or 10.

Finally, you can see that the first two features are visible, since they are only Rank 4. Just link Abilities, there are links next to each one to open the window and view the details.

Cyberware Tab


The spinning arrows icon on the top right is a button that can be clicked to refresh all cyberware effects and derived content elsewhere in the character sheet. 

The “Active” toggle of each piece of cyberware can be right clicked to apply “Base Humanity Loss” or roll humanity loss as necessary. The modifications need to be manually triggered to properly apply.

The "Gear Cyberware" list is for cyberware that's connected to gear, like the Battleglove or Smart Glasses, and does not affect humanity on the main page. Equipping those items will cause the table to appear/grow.

Some Cyberware has a Foundational requirement, the relevant tables have an empty link spot that cyberware with the “Foundational” install slot can be dropped into. The character sheet will attempt to auto sort any cyberware dropped onto the cyberware tables, preferring either the table with less cyberware, or the table the ware was dropped on. Any foundational cyberware dropped onto the sheet that already has its foundational slot filled will instead be placed into the borgware table. 

Each link for foundational cyberware has an “Active” toggle near it. This can be toggled to automatically enable or disable the foundational ware and all the cyberware associated with the table. The foundational toggle must be active for effects of the cyberware on the associated table to be applied to the character sheet.

Cyberarms and cyberlegs have two active toggles, and two link spots, the leftmost are for the arm or leg, the rightmost is for the hand or foot.

Cyberware can be dragged and dropped from the cyberware list, accessed from the Cyberware button in the sidebar (under the Campaign section), or from the gear list on the character sheet by “equipping” it.

The height of each table corresponds with the number of available slots for that area. One piece of cyberware can take up multiple slots, per the cyberware definition.

If the used cyberware slots exceed the available slots, a black bar is shown, showing the cutoff point where the available slots end.


Like the foundational cyberware, be sure to toggle the associated active state to enable or disable any cyberware as needed. Any active cyberware will cause any of its effects to be applied to the character sheet, and automatically reduce the max humanity of the humanity on the main page.

Additionally, The arm and leg cyberware tables will allow exactly one piece of cyberware to be used if no foundational cyberware is active (as is the case when a player is simply installing cyberware to their “Meat Hand” or “Meat Foot.”)


Several Cyberware tables have a button that can be clicked to toggle the table between Advanced Mode and Simple Mode.

Activating advanced mode will cause several changes to occur:

  • Any linked foundational cyberware will be placed into the table

  • Any foundational ware associated with the table that was originally in borgware will be placed into the table

  • The links and toggles for the foundational cyberware will disappear as the foundational ware is now in the table

  • Any non-foundational ware currently in the table will be indented and gain a cycler that cycles through any foundational cyberware in the table

The Gear Cyberware table and the Chipware table are set up a little differently than the other tables that allow grouping in that they gain an icon to add group headings, and their group names can be edited on the fly.

Both types of grouping automatically activate and deactivate the associated cyberware depending on the state of the group foundation. If no foundation is specified in the cycler, the cyberware will work based on just its own active state.

Notes Tab


Most of the fields on this page are for flavor, and are otherwise freely editable. On occasion the content width won't match the width of the character sheet. Simply adjusting the width a little bit will cause it to update. 

Improvement Points

The number to the right of the "out of" text is freely editable. IP can also be awarded by the GM from the Party Sheet. See the “Party Sheet” section for more information on how to do this.

To expend IP, click the green plus to the right of the "IP Spent On" text, update the text in the created field to something meaningful, and set the number to however much IP is being expended on it. 


To add a reputation event, click the green plus to the right of the "Reputation Events" text, modify the text in the created field to something meaningful, and set the number to something relevant based on the positive or negative connotation of the event. The number furthest from 0 will be the number that shows up in the "Reputation" box

The "Reputation" box can be double clicked to trigger a Reputation roll. It can also be right clicked to show options to trigger a reputation roll, or a facedown roll.