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Full Name: Handle: Profession: S.I.N C.B.I.

Credits ( ₵ ): Cyber Misc Class Skills Total IPs Cyber Misc Reflex Skills Total IPs Cyber Misc Intelligence Skills Total IPs
Authority Athletics Economy
Stats Charismatic Leadership Brawling Anthropology
AGI Save Initiative Combat Sense Dance Awareness/Notice
ATTR BTM Credibility Dodge & Escape Biology
BODY Run (m) Family Driving Botany
COOL Leap (m) Interface Dueling Chemistry
REF Lift (lbs) Jury Rig Handgun Composition
EMP Carry (lbs) Medical Tech Heavy Weapons Diagnose Illness
INT Humanity Resources Martial Arts Education & General Knowledge
LUCK Reputation Streetdeal Melee Gamble
TECH Skill Points Cyber Misc Tech Skills Total IPs Motorcycle Geology
Aero Tech Operate Heavy Machinery Hide/Evade
Hit Locations AV Tech Pilot (Small) History
Location Roll 1st SP 2nd SP Unarmored SP Basic Tech Pilot (Large) Language (1)
Head 1 Cryotank Operation Rifle Language (2)
Torso 2-4 Cyber Tech Sneak Language (3)
Right Arm 5 Cyberdeck Design Submachinegun Research
Left Arm 6 Demolitions Sleight of Hand Mathematics
Right Leg 7-8 Disguise Physics
Left Leg 9-0 Electronic Security Cyber Misc Attractiveness Total IPs Programming
Electronics Personal Grooming Shadow/Track
Wounds First Aid Wardrobe & Style System Knowledgge
Light Serious Critical Forgery Cyber Misc Body Skills Total IPs Mentor
Gyro Tech Endurance Survival
Stun = -0 Stun = -1 Stun = -2 Paint or Draw Strength Feat Natural Science
Mortal 0 Mortal 1 Mortal 2 Pharmaceuticals Swimming Expert
Photo & Film Cyber Misc Empathy Skills Total IPs Expert
Stun = -3 Stun = -4 Stun = -5 Pick Lock Human Perception Cyber Misc Cool Skills Total IPs
Mortal 3 Mortal 4 Mortal 5 Pick Pocket Interview Interrogation
Play Instrument Leadership Intimidate
Stun = -6 Stun = -7 Stun = -8 Vehicle Tech Seduction Oratory
Mortal 6 Mortal 7 Mortal 8 Weapons Tech Social Resist Torture/Drugs
Weaponsmith Persuasion/Fast Talk Streetwise
Stun = -9 Stun = -10 Stun = -11 Perform

Weapons
Name Description / Mods Type Accuracy Damage Ammo Type AP Value Clip Size Rate of Fire Range Reliability

Armor
Name Description EV Head SPV Torso SPV Arms SPV Legs SPV Abilities / Mods

Inventory Ammo
Name Description Amount Name Description Amount Name Amount Effect

Contacts Notes Appearance


Name Desc Profession Rep Debt Age Hat
Age (Bio) Face
Height Mouth
Weight Neck
Build Top
Ethnicity OuterTop
Accent UnderTop
Attitude Pants
Custom 1 Legs
Custom 2 UnderWear
Teeth Feet
Tail Hands
Ears Accessories
Horns Tattoos
Wings
Hair Color
Hair Style
Facial Hair
Skin Color Piercings
Skin Style
Eye Color
Eye Style

BackStory
Full Name: Cyber Misc Class Skills Total IPs Cyber Misc Reflex Skills Total IPs Cyber Misc Intelligence Skills Total IPs
Profession: Authority Archery Appraise
Handle: Bash Athletics / Balance Awarness / Notice
Credits ( ₵ ): Charismatic Leadership Brawling Chemistry
Combat Sense Dance Composition
Stats Credibility Dodge & Escape Diagnose Illness
AGI Save Initiative Hacking Driving Education & General Knowledge
ATTR BTM Stress Deduction Handgun Hide/Evade
BODY Run (m) Medical Tech Heavy Weapons Business Sense
COOL Leap (m) Resources Martial Arts Navigation
REF Lift (lbs) Streetdeal Melee Programming
EMP Carry (lbs) Vehicle Zen Motorcycle Research
INT Humanity Masterpiece Operate Heavy Machinery Shadow / Track
LUCK Reputation Cyber Misc Tech Skills Total IPs Pilot (Small) Teach
TECH Skill Points Basic Tech Pilot (Large) Language (1)
Bio Tech Pilot (Hover) Language (2)
Hit Locations Camera Tech Pilot (SpaceShip) Language (3)
Location Roll 1st SP 2nd SP Unarmored SP Computer Tech Rifle Expert (More Specific Skill):
Head 1 Cooking Sleight of Hand Expert:
Torso 2-4 Cyber Tech Sneak Expert:
Right Arm 5 Disguise Submachinegun Expert:
Left Arm 6 Electronic Security
Right Leg 7-8 Electronics Cyber Misc Empathy Skills Total IPs
Left Leg 9-0 Explosives Animal Handling Cyber Misc Body Skills Total IPs
First Aid Human Perception Endurance
Wounds Forgery Interview Strength Feat
Light Serious Critical Mortal 0 Mortal 1 Mortal 2 Paint or Draw Leadership Swimming
Photo & Film Seduction
Pick Lock Social Cyber Misc Cool Skills Total IPs
Stun = -0 Stun = -1 Stun = -2 Stun = -3 Stun = -4 Stun = -5 Pick Pocket Deception Interrogation
Mortal 3 Mortal 4 Mortal 5 Mortal 6 Mortal 7 Mortal 8 Play Instrument Persuasion Intimidate
- - - - Robotics Tech Perform Oratory
- - - - Sculpt Cyber Misc Attractiveness Total IPs Resist Empathy
Stun = -6 Stun = -7 Stun = -8 Stun = -9 Stun = -10 Stun = -11 Vehicle Tech Personal Grooming Resist Torture/Drugs
Healing Hp per long rest Limb loss Threshhold 8 Weapons Tech Wardrobe & Style Streetwise

Weapons
Name Description / Mods Type Accuracy Damage Ammo Type AP Value Clip Size Rate of Fire Range Reliability

Armor
Name Description EV Head SPV Torso SPV Arms SPV Legs SPV Abilities / Mods

Inventory Ammo
Name Description Amount Name Description Amount Name Amount Effect

Contacts Notes Appearance


Name Desc Profession Rep Debt Age Hat
Age (Bio) Face
Height Mouth
Weight Neck
Build Top
Ethnicity OuterTop
Accent UnderTop
Attitude Pants
Custom 1 Legs
Custom 2 UnderWear
Teeth Feet
Tail Hands
Ears Accessories
Horns Tattoos
Wings
Hair Color
Hair Style
Facial Hair
Skin Color Piercings
Skin Style
Eye Color
Eye Style

BackStory
Full Body Cybernetics (Skin, Pumps, Mobility Kits, etc) Torso / Body Cybernetics (Cores, Organs, Mods, etc)
Name Description / Effect Cost H.L Name Description / Effect Cost H.L

Neural Cybernetics (Chips, Processors, etc) Head Cybernetics (Ears, Eyes, etc)
Name Description / Effect Cost H.L Name Description / Effect Cost H.L

Arm Cybernetics (Upgrades, Mods, etc) Hand Cybernetics (Finger, Cyberweapons, etc)
Name Description / Effect Cost H.L Name Description / Effect Cost H.L

Leg Cybernetics (Upgrades, Mods, etc) Feet Cybernetics (Upgrades, Mods, etc)
Name Description / Effect Cost H.L Name Description / Effect Cost H.L

Misc Cybernetics (Random Mods, Wings, etc)


Name Description / Effect Cost H.L Name Description / Effect Cost H.L
Cover Block (The stopping power (SP) is per sq yard.) Explosive Table Range Chart Weapon Types
Name SP Bonus Type Material SP Bonus Range Hit DC Name Abriviation
Tree / Wooden Pillar / Phone Pole
Concrete Utility Pole
25 / 50
65
Right Values mean Reinforced (Anything from thicker to armored)
Door Wooden / Glass 5 / 10 / 40 - 10 - Touching
Point Blank
(0m)
(1m)
0
5
Light HandGun
Medium HandGun
LHG
MHG
Vending Machine, DataLink, ComBank 25 / 40 Door HardLight 10 / 20 Close (1/4) 10 Heavy Handgun HHG
Engine Block / Construction Vehicle
Car Body
35 / 45
5 / 20
Door
Door
Misc Metal
Plasteel
15 / 30
20 / 40 7 8 9 Mid
Long
(1/2)
(Full)
15
20
Very Heavy Handgun
Light SubMachine Gun
VHHG
LSMG
Armored Car Body 10 / 40 Wall / Barricade Office / Wood / Glass 5 / 10 / 40 Extreme (x2) 25 Medium SubMachine Gun MSMG
Reinforced Armored Car Body
Small Vehicle Body
20 / 80
15 / 20
Wall / Barricade
Wall / Barricade
HardLight
Misc Metal / Brick
10 / 20
25 / 50 5 Target 6 Extreme
Extreme
(x3)
(x4)
30
40
Heavy SubMachine Gun
Light Rifle
HSMG
LR
Small Armored vehicle Body 20 / 45 Wall / Barricade Concrete / Stone 30 / 60 Extreme (x5) 50 Medium Rifle MR
Conrete Barrier / Jersey Barrier
Hydrant / External Accsess Panel
120
35 / 65
Wall / Barricade
Furniture
Neo Concrete
Wooden / Glass / Plastic
40 / 80
5 / 15 2 3 4 Extreme
Extreme
(x6)
(x8)
60
70
Heavy Rifle
Very Heavy Rifle
HR
VHR
Furniture Misc Metal 10 / 20 Extreme (x10) 80 Light Shotgun LSG
Furniture
Storage Device Wooden / Plastic
Plasteel 15 / 30
5 - 1 - Medium Shotgun
Heavy Shotgun
MSG
HSG
Storage Device Misc Metal 10 / 20 Light Launcher LL
Storage Device Plasteel 15 / 30 How Good are ya Medium Launcher ML
All DuraSteel 90 / 180 Quality Stat Skill Total Aver. Max Heavy Launcher HL
Trash 3 1 4 9 14 Heavy Weapon HV
Average 4 2 6 11 16 Very Heavy Weapon VHV
Skill Training Skill level IP cost Capable 5 3 8 12 18
Skill Level Hours Req. 40 hr Week 60 hr Week Skill Level 1 2 3 4 5 6 7 8 9 10 Good 6 4 10 15 20 Difficulty Modifier
1 120 3 Weeks 2 Weeks IP Cost 10 10 20 30 40 50 60 70 80 90 Very Good 7-8 5-6 12-14 17-19 22-24 Complex repair ....................................... +2
Very complex repair .............................. +4
2 240 6 Weeks 4 Weeks Total IP Cost 10 20 40 70 110 160 220 290 370 460 Expert 8-10 7-8 15-18 20-23 25-28
"It's never been done before" .............. +6
3 480 12 Weeks 8 Weeks Master 10-15 9-10 19-25 24-30 29-35 Don't have the right parts ..................... +2
4 720 18 Weeks 12 Weeks Reliability Table Throwing Distance Difficulty DC Example Don't have the right tools ..................... +3
Unfamiliar tools, weapon, vehicle ....... +4
5 960 24 Weeks 16 Weeks Weapon Jams on: 1-2 10 Yards Easy 10 Athletics: Stand on edge Under stress ....................................…... +3
6 1200 30 Weeks 20 Weeks Very Reliable 1 3-4 20 Yards Average 15 Vehicle Tech: Hotwire Car Under attack ................................... +3 to 4
Reliable 3 or Lower 5-6 40 Yards Wounded ........................................ +2 to 6
7 1520 38 Weeks 26 Weeks Difficult 20 Deception: Lie to Investigator
Drunk, drugged or tired ........................ +4
8 1760 44 Weeks 30 Weeks Standard 5 or Lower 7-8 60 Yards Very Difficult 25 Intimidate: Silence Gang Leader Hostile environment .............................. +4
9 2000 50 Weeks 34 Weeks Unreliable 8 or Lower 9-10 80 Yards Impossible 30 Streetwise: Get CEO's address Lack of instructions for task ................ +2
Other characters "kibitzing" ............... .. +3
10 2240 56 Weeks 38 Weeks 1d6 turns to unjam. Above 10 10 Yards per point Has never performed task before …..... +1
Expanded Hit Locations Difficult acrobatics involved ................. +3
Very difficult acrobatics involved …..... .+4
Fumble Table Ranged Combat To-Hit Modifiers D6 Head Torso Arm Leg
Impossible acrobatics involved ........... +5
Reflex - Combat Extra actions .............…………………………....... -3/extra action 1 Skull Neckline Shoulder Hip Information hidden, secret, obscure … +3
Using off hand ...............…………………………........................ -3 Well-hidden clue, door, panel ............... +3
Roll Effect 2 Cheek Chest Upper Thigh
Using two weapons ..........……………………..…........ -3 on both Complex program ................................. +3
1-4 Nothing bad happens, you just fail. Firing while walking …………………………………......……….. -2 3 Eye / Ear Sternum Elbow Knee Very complex program ......................... +5
5 You Drop your Weapon. Firing while running .................………………………...…......... -5 4 Nose Ribs Forearm Shin Complex lock ........................................ +3
Firing a shoulder arm from hip ..……………………...……...... -2 Very complex lock ................................ +5
6 Weapon misses harmlessly. Fast draw/Snapshot ....................…………………….……........ -3 5 Mouth Stomach Wrist Ankle
Target on guard or alerted ................. +3
7 Weapon jams / get stuck for only 1 Round. Ambush/Surprise attack ..........………………………...…......... +5 6 Neck Groin Hand Foot Brightly lit area .................................... +3
Silencer/Suppressor ..................……………………..…........... -1 Insufficient light ................................... +3
8 You wound yourself.
Aimed shot at vitals ..........………………………….................. -6 Pitch blackness ..................................... +4
9-10 You wound a party member. Aimed shot at head, hands, feet …….………………..…........ -4 Line of Sight Modifiers (to hit not Dc) Secretive task under observation ........ +4
Reflex - Athletics Aimed shot at stomach .............………………………...…...... -3 Target silhouetted ............................. +2 Add LUCK points ........................ -1 to -10
Aimed shot at arms, thighs ......………………………….......... -2 Target crouched/kneeling .....…........ -1 Manipulation with natural claws .…..... +3
Roll Effect Aimed shot at chest ...................…………………………......... -1 Cybercontrols ............................…......... -2
Target prone ....................................... -2
1-4 Nothing bad happens, you just look stupid. Bipod (stationary & braced) …………………………....... +1 to 2 Half body visible ................................ -2 Mag-Duct spots & cybercontrols ........... -1
Gyro-Mount ...………......…………………………...................... -1 Head and shoulders only visible ....... -3 Model 100 plugs & cybercontrols ......... +2
5-7 Fail Miserably (1 dmg, stun save)
Turning to face target .................... ………………….…...….... -2 Blinded ……………….. ..................... -5 Excellent tools/ equipment .............. -1 to -2
8-10 Fail really badly, (1d6 dmg, stun save -1) Ricochet or indirect fire ........… …………………….……........ -5 Head only ............................................ -4 Excellent conditions ....................…. -1 to -2
Tech - Repair or Create Loser of Facedown ..........…......... …………………………...... -3 Behind someone else .......................... -4 Rushing the task ............................…..... +2
Target immobile ................………………………….................. +4
Roll Effect Moving target..... -1 (additional -1 per 2 points of MA above 5)
1-4 Nothing bad happens, you just cant do it. Tiny target (bullseye, eye, vital area) ……………………….... -6
Small target (body location, <1m) …………………………......-4
5-7 You make it worse, +5 DC for next attempt. Crit Success Roll
Large target (car, large animal) .…………………………........ +2
8-10 You damage it beyond repair or creation. Very large target (truck, wall) ....…………………………........ +4 Roll Effect Shot Guns
Empathy - Convince, Fast Talk, Seduce Laser sight .....................…………………………......…........... +1 1 x2 Damage Range Pattern Size Damage
Adding a stock to a handgun or SMG ………………………. +2
Roll Effect Removing a stock from a rifle ………………………………... -2 2 Weapon Does Max Damage Touching 1/2 meter 5d6
1-4 Nothing bad happnes, they just aint biting. Telescopic sight ........………………………….... +2 Ext, +1 Med 3 Choose hit location (if called, get specific) Close, PB 1 meter 4d6
Targeting scope ............……………………………….............. +1
5-6 You fail and leave them out cold, -4 to next emp roll. Scopesight .....………………………….............. +2 Long/Ext, +1 4 Hits Weak spot in armor (1/2th AP) Medium 2 meters 3d6
7-10 They physically oppose anything you want them to do. Med Computer Sights …………………………. +3 Long/Ext,+2 5 Hit another target at half damage Long 3 meters 1d6
Roll 1d10, on a 1-4 they attemp to physically stop you. Med Smartgun .............……………………............................. +2 6 Hits flammable / Explosive
Smartgoggles ......………………………….............................. +2
Intelligence - Figure Out, Notice, Clue Three round burst (Close/Medium)………………………….. +3 7 Impact disarms opponent Area of Effect Table
Roll Effect Full auto, Close ..............………………………….......+1/10 rnds 8 Target gets blinded by something for a round Type Raidus
Full auto, all other .......…………………………......... -1/10 rnds
1-4 Just an average fail. Autoshotgun .........………………………….....-2/additional shot 9 The Hit shocks them stun save at -2 Grenade 1 Yard per Dmg Die
5-7 You are dumbfounded, people can notice you being stupid. 10 Weapon knocks opponent of his feet Gas Grenade 3 Yards
8-10 You have no idea whats going on and everyone knows. Molotovs 2 Yards per Liter
Over the Edge Table Flamethrower 2 Yards
Wound Effects Stress Table 1 Homicidal 6-7 Sever Agoraphobia Small Flamethrower 1 Yard
Light Serious St P Level Effects 2 Catatonia 8 Hallucinations Mine 1 Yards
No penatlies. -2 to all REF rolls. Cool / 2 Fresh +1 on all Cool Checks 3 Suicidal Tendencies 9 Overloard Amnesia Claymore 6 Yard line
It hurts tho, like alot. Your hurting, bleeding, and definitly Cool Normal Nothing 4-5 Delusions 10 Schizophrenia C-4 5 Yards per kg
Tis but a flesh wound wounded. Cool x 2 Anxious -1 on all cool Checks, Insomnia RPG 4 Yards
Critcal Mortal Cool x 3 Tense -2 on all Cool Checks, -1 on all checks Missile 6 Yards
You Reflex, Intelligence, and Cool REF, INT, COOl, reduced to 1/3rd. --- --- Insomnia(-2); Addiction checks at -2. Shotgun (Snub) 1 Yards
Stats are reduced by half (rounded up) Your most likely out of action at this Cool x 4 Stressed -3 on all Cool Checks, -2 on all checks Shotgun (Medium) 2 Yards
Your holding in your guts in battle. point. GG --- --- Insomnia(-4); Addiction checks at -4. Shotgun (Ext/Long) 3 Yards
Cool x 5 Cracked -5 on all Cool Checks, -3 on all checks MicroMissles 2 Yards Each
Healing and Living --- --- Insomnia(-6); Addiction checks at -6.
Healing Rates Death Rolls --- --- Roll on Over the Edge Table.
Treatment Heal per Day Advantage Bonus
First Aid 0.5 Full Hospital + Surgery +5 Stress Point table
Medical Tech 1 Trauma Team +4 Minor Nuisance 1 Unsettling* 2d6
Med Tech+Speed Heal 2 Cryo Tank +3 Nuisance 1d6/3 Very Disturbing 3d6
Med Tech+Nano Heal 2 Full Immerse Nano Pod +2 Major Nuisance 1d6/2 Life Shattering 4d6
Med Tech+N-Heal+S-Heal 3 Fast Freeze Spray +1 Annoyance 1d6
Full Immerse Nano Pod 4 LastLife Nano Machines +2 *Note that all deaths of people close to you are at least unsettling.
Sofia Cuddles 5 Sofia Cuddles +6 Stress Living Table
Living in Suburb 1 Living in hostile Env. 2d6
Wound Descriptons Living on the Move 1d6 Living in warzone 3d6
Light Serious Living downtown Core 1d6/3
The Patient is fully ambulatory, he can The patient is ambulatory, but will Stess Event Count
go about his buisness with minor need dressings changed once a day.
Loved one Injured/ill 1d6/2 Loved one killed/dies 2d6
pain. Maybe some pain relief.
Fighting in Relationship 1d6/2 Spouse Dies 3d6
Critcal Mortal Relationship Breaks up 1d6 Entire Family Dies 4d6
The Patient must spend at least half a The Patient is Bedridden, possible Occupational Stress
day in bed, only do simple tasks, comatose (50%) most of the time. Will
Stressful Job 1d6/2 Very Hazardous Job 3d6
change dressing twice a day. May need life support, requires constant
need full time nurseing. care during the entire process. Hazardous Job 2d6 Hunted by mega-corp/etc 4d6
Situational
Hunted by Gang 1d6/2 Hunted by the Law 2d6
Hunted by Corp 1d6 Hunted by Solos 3d6
How to use the sheet.
Just type in the number or value you want into the cells (Boxs)
If you encounter a negative plus number (+-2) highlight the box that has this problem and then go up to the "123" to the left of the
font option, and choose plain text.

If you want to outline any boxes or cells use the 4 squarred option to the right of the paint bucket on the tool bar.

If you want to combine or change the format of the cells use the box with the two arrows pointing in, to the right of the 4 square
box, and to the left of the text alignment tool.

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