Character Sheet 1.17
Character Sheet 1.17
NATIONALITY RACE
8 20
REPUTATION FACEDOWN STABILITY
7 4 11 3
CLIMB
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DIFFICULT
ATTR
BEAUTY IS ONLY
SKIN DEEP 2 = 2 + + + + + + +
ATTRACTIVENESS
BODY
STRENGTH &
DURABILITY 10 = 10 + + + + + + +
COOL
KEEP IT
TOGETHER, MAN 8 = 8 + + + + + + +
EMP
YOU’RE ONLY
HUMAN 10 = 10 + + + + + + +
EMPATHY
INT 6
WHAT’S UP
FOUR-EYES? = 6 + + + + + + +
INTELLIGENCE
LUCK 2
SOMETIMES IT’S
JUST BETTER = 2 + + + + + + +
MA 7
GREASED
LIGHTNING = 7 + + + + + + +
MOVEMENT ALLOWANCE
REF
REFLEXES
THEY DIE HARD
10 = 10 + + + + + + +
TECH 10
BOYS AND
THEIR TOYS = 10 + + + + + + +
TECHNICAL KNACK
ARMOR
LOCATION ROLL
EFFECTIVE ENCUMBRANCE VALUE
EFFECTIVE SP VS
PROJECTILE BLADE MONO
0
PENETRATION
WOUNDS SAVE 10 BTM -4 SENSES
BASE AWARENESS SKILL
6
STUN SAVE DAMAGE INJURY MODIFIERS FOR:
HEAD 1 0 0 0 0 1 2 3 4 LIGHT
VISUAL
TORSO 2-4 0 0 0 -1 5 6 7 8 SERIOUS
AUDIBLE
-2 9 10 11 12 CRITICAL
L. ARM 5 0 0 0 OLFACTORY
-3 13 14 15 16 MORTAL 0
R. ARM 6 0 0 0 -4 17 18 19 20 MORTAL –1 TACTILE
-6 25 26 27 28 MORTAL –3
R. LEG 9-10 0 0 0 -7 MORTAL –4
Vs. Explosion 29 30 31 32
-8 MORTAL –5
0
SPECIAL These locations can only be hit on a
LOCATION ‘called shot’ and are targeted at –4 to hit 33 34 35 36
-9 37 38 39 40 MORTAL –6
L. HAND 0 0 0 A FAILED STUN SAVE CRITICAL WOUNDS CAUSE
KNOCKS THE CHARACTER
COOL, INT, REF, TO BE
0 0 0
OUT.
R. HAND REDUCED TO ½.
LIGHT WOUNDS CAUSE NO MORTAL WOUNDS CAUSE
OTHER ILL EFFECT.
0 0 0
COOL, INT, REF, TO BE
L. FOOT REDUCED TO ⅓.
SERIOUS WOUNDS CAUSE A FAILED MORTAL SAVE
–2 PENALTY TO REF.
0 0 0
A
KILLS THE CHARACTER.
R. FOOT
THE ROLEPLAYING GAME OF THE DARK FUTURE
WORKING
S˔˒˕˕˜ Stat Skill Bonus Total IP Stat Skill Bonus Total IP Stat Skill Bonus Total
Accounting INT
6 6 Geology INT
6 6 Physics INT
6 6
Aero Tech x2 TECH
10 10 Gyro Tech x3 TECH
10 10 Pick Lock TECH
10 10
Anthropology INT
6 6 Handgun REF
10 10 Pick Pocket TECH
10 10
Archery REF
10 10 Heavy Weapons REF
10 10 Pilot AV x3 REF
10 10
Athletics REF
10 10 Hide/Evade INT
6 6 Pilot Dirigible x2 REF
10 10
10
Pilot Fixed Wing
AV Tech x3 TECH
10 History INT
6 6 x2
REF
10 10
Awareness/Notice INT
6 6 Human Perception EMP
10 10 Pilot Gyro x3 REF
10 10
Basic Tech x2 TECH
10 10 Interrogation COOL
8 8 Play Instrument TECH
10 10
Biology INT
6 6 Interview EMP
10 10 Programming INT
6 6
6 8 8
Resist Torture/
Botany INT
6 Intimidate COOL
8 COOL
8
Drugs
Language
Brawling REF
10 10 Mandarin x3
INT
6 10 16 Rifle REF
10 10
Language
Chemistry INT
6 6 Choose Language
INT
6 6 Seduction EMP
10 10
6 6 6
Language
Composition INT
6 INT
6 Shadow/Track INT
6
Choose Language
Cryotank Language
Operations
TECH
10 10 Choose Language
INT
6 6 Social EMP
10 10
Cyber Tech x2 TECH
10 10 Language
Choose Language
INT
6 6 Stealth x2 REF
10 10
Cyberdeck
Design x2
TECH
10 10 Leadership EMP
10 10 Stock Market INT
6 0
Dance REF
10 10 Library Search INT
6 6 Streetwise COOL
8 8
10
Martial Art
Demolitions x2 TECH
10 Animal Kung Fu x3
REF
10 10 20 Strength Feat BODY
10 10
Diagnose Illness INT
6 6 Martial Art
Choose Martial Art
REF
10 10 Submachinegun REF
10 10
Martial Art
Disguise TECH
10 10 Choose Martial Art
REF
10 10 Swimming BODY
10 10
10
Martial Art System
Dodge & Escape REF
10 Choose Martial Art
REF
10 10 Knowledge
INT
6 6
Martial Art
Driving REF
10 10 Choose Martial Art
REF
10 10 Teaching INT
6 6
Education &
Gen. Knowledge
INT
6 6 Mathematics INT
6 6 Wardrobe & Style ATTR
2 2
10
Electronic
Security x2
TECH
10 Melee REF
10 10 Weapon Tech x2 TECH
10 10
Electronics TECH
10 10 Motorcycle REF
10 10 Widerness Survival INT
6 6
Operate Heavy
Endurance BODY
10 10 Machinery
REF
10 10 Zoology INT
6 6
6
Expert Knowledge
INT
6 Oratory COOL
8 8 0 Choose Attribute
Expert Knowledge
INT
6 6 Paint or Draw TECH
10 10 0 Choose Attribute
Expert Knowledge
INT
6 6 Perform EMP
10 10 0 Choose Attribute
Fencing REF
10 10 Personal Grooming ATTR2 2 0 Choose Attribute
Persuasion &
First Aid TECH
10 10 Fast Talk
EMP
10 10 0 Choose Attribute
10
Pharmaceuticals
Forgery TECH
10 x2
TECH
10 10 0 Choose Attribute
Gamble INT
6 6 Photo & Film TECH
10 10 0 Choose Attribute
THE ROLEPLAYING GAME OF THE DARK FUTURE FRIDAY NIGHT FIREFIGHT / FISTFIGHT 2
ARMED COMBAT
CONC. / POINT Range (m)
WEAPON TYPE/SKILL SIZE REL BLANK CLOSE MEDIUM LONG EXTREME SKILL WA BONUS TO HIT DAMAGE ROF MAG
Choose
Choose
Choose
Choose
Choose
Choose
Choose
Choose
Choose
UNARMED COMBAT
STRIKE/
CAST WEAPON DAMAGE MODIFIER
SWEEP/ BLOCK/
1 HAND TO HAND DAMAGE MODIFIER
HOLD/ CHOKE/
2
MARTIAL ART STYLE SKILL LEVEL
CAST
PUNCH KICK DISARM
TRIP
DODGE GRAPPLE THROW
BREAK CRUSH
ESCAPE RAM
PARRY
Animal Kung Fu 10 22 22 22 21 21 22 20 20 20 20 20 20 20
an action)
22 12
Attack does D3 damage, but
MOVE — At your walking speed PUNCH
may be more with Cyberware
RUN — At your running speed, but may perform no other actions
HITTING RANGE
22 12
ATTACK — At your weapon’s max rate of fire, or make a melee attack Attack does D6 damage, but may be more with
KICK
ALL OUT DODGE* — All attacks are –2 to hit you, no roll required Cyberware (also Jump Kick with movement)
ALL OUT PARRY* — All hand to hand attacks against you have
20 2
Move & Attack action; bonuses to damage and
damage reduced
RAM
defense based on distance moved
AIM — +1 to hit, cumulative, for up to 3 consecutive rounds
21
On Success, knock or remove
RELOAD — Eject a magazine and slam a new one home DISARM
opponents weapon from hand
SWITCH or DRAW A WEAPON — Drop and draw on the fly
MOUNT or DISMOUNT — From a vehicle
21
Knock enemy prone (-2 to hit, +2 to be hit),
SWEEP / TRIP
REPAIR or MEDICAL AID — Quick use of Tech skills combine with Key kick at +3 Dmg & Stun –2
SIMPLE NON COMBAT TASK — Pick something up, open a door, etc.
* can’t perform both of these in the same round GRAPPLE 20 Test to enter Grappling Range
GRABBING RANGE
Point Blank
Close
10
15
Attacker’s REF+Skill+WA+D10
Vs.
CHOKE / CRUSH 20 Opponent takes D6 damage per round 2
Medium 20 Defender’s REF+Skill+WA+D10
20
Painful joint or body hold (auto throw/choke),
HOLD / BREAK
Long 25 (Defender wins ties) opponent immobilized until Escape is made
Extreme 30
HTH RANGE CHANGE TESTS ESCAPE 20 Defense against grapple attacks
SPECIAL AUTOMATIC WEAPON
DEFENSE
22
RANGED ATTACK TYPES Casting to Hitting — MA Martial Arts/Brawling, unless weapon used; then
BLOCK / PARRY
Hitting to Grabbing — Grapple Fencing/Melee. May break weapon.
3 Round Burst, Full Auto, Grabbing to Hitting — Parry/Dodge
20
Oppose attacker’s test to avoid blow,
Hitting to Casting — MA
DODGE
Suppressive Fire may still reduce damage on fail
THE ROLEPLAYING GAME OF THE DARK FUTURE PUTTING THE CYBER INTO THE PUNK
TOTALS 0 €0
This PDF contains automatic calculation of layered armor SP vs. Regular weapon, Bladed weapon, or Mono-weapon damage. For each piece of armor, check the areas of the body
that the armor covers in the top row, and in the bottom row enter a number corresponding to how much armor penetration has occurred. If damage has gotten though your left leg
location's armor 3 times, enter a 3 in the block for each armor in that location. The new layered armor value of the left leg armor is recalculated and updated. In this manner, if some
but not all of the armor in a location is replaced/repaired, the penetration of other armor remains, lowering its effectiveness. This body of text will not print.
THE ROLEPLAYING GAME OF THE DARK FUTURE GETTING FITTED FOR THE FUTURE
ARMOR WEIGHT COST TYPE EV SP BLADE MONO HEAD TORSO ARMS LEGS HANDS FEET
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CONTACTS DESCRIPTION
THE ROLEPLAYING GAME OF THE DARK FUTURE NETRUNNING
DECK MODEL
CELLULAR YES NO
ARMOR / SDP
MEMORY UNITS
DECK SPEED BASE + UPGRADE = 0
DATA WALLS &
CODE GATES
BASE COST
YOUR ICON