top of page

+ Character sheet breakdown +

        This is an example of the character sheet template used for this game. Click on any section for the description breakdown, and as always, if you have further questions, contact an op in the #Infusion channel.

Sheet

 

 

 

 

 

        General character info: Simplest to explain. This is where the general information for the character is entered.

 

 

 

 

 

 

 

 

 

 

 

 

        CHARACTER STATS: Or 'Vitals' as they will sometimes be referred to in the general discussion channel.  The left are the base stats of the character, to the right of the / are current values, this will be used by EO during mod play to track damage and fatigue penalties. This section also has the overall damage soak% to be applied against damage.

 

 

 

 

 

 

 

 

 

       EQUIPMENT: These are the items that your character has equipped, which is to say, they are on his or her person and ready to be used in a moment's notice.

              WEAPON SLOTS- are not reserved ONLY for weapons, but can also be filled with other types of items as well.  The KeyStat, attack number, and damage are all here for easy reference. Weapons may also be placed in slots that are not weapon slots, but only items in weapon slots can be used for an attack. In order to use a weapon not equipped in a weapon slot, the character must use a full round to ready that weapon.

              OTHER SLOTS- are for non-combat items that your character has equipped. Though these technically take time to ready for use, only in the midst of moderated combat will the one round time penalty be enforced for using the items equipped here.  

              UPPER- is the type of clothing or armor currently being worn on the upper body.  

              LOWER- is the type of clothing or armor currently being worn on the lower body.  

              HEAD- is where items equipped on the noggin go.  

              FEET- is the type of footwear the character is currently using.  A note here that boots equipped with steel toes, spurs, or other augmentation for kicking attacks must also occupy one of the 5 weapon slots in addition to the Feet slot.  

              KITS- are small collections of items used to accomplish a specific task.  Examples are first aid kits, cooking kits, and sewing kits. The use of a kit generally goes hand in hand with at least one character skill.  For instance, if a character has the skill "Sewing", it does not matter how good they are at this, if they do not have needle and thread to sew with.  Another note, a pair of 'meals' also qualify as a kit, such as biscuits and jerked meat or 2 MREs from the fleet storeroom.

 

 

 

 

 

 

 

        LVL and CURRENCY: This displays the Character's LeVeL, the character's EXperience Points, the character's Resource Credits, and the character's Gold Pieces.  These currencies can be spent for items, services, and holdings (RC and GP) and advancement upgrades (EXP).

 

 

 

 

 

        

 

        POSITIONS HELD:  This is where the rank/employment type/title/etc for the character goes.  This part of the sheet is almost purely a brag-sheet.  A character may have  no position, or may have many listed here, and multiple characters may hold the same position.  Positions are assigned or approved upon request at staff discretion.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

       

        SKILLS: This is where the skills a character has and aquires are managed.    From left to right: The skill name, the skill ranking, The Stat that the skill keys off of, a description of what the skill does, and the cost to advance the skill ranking.  

        There is a maximum of 18 skills that a single character may posess. Combat and non-combat skills are intermingled here and there are no limits to what sort of variety they can exhibit.  Skills are generally ranked up by spending aquired EXP.  

        Each race is allowed a certain number of skill slots at creation, and at certain character levels, more skill slots are opened. In addition to levelling up, a player can spend the character's EXP to open additional slots anytime the price for the advancement can be met.  If all 18 slots are filed, EXP can be spent to open an additional slot, however, room for the new skill will be made by discarding an existing skill.

 

 

 

 

        LANGUAGES: This is where the characters fluent

languages are documented.  There are certain languages such

as Insectoid, and Wildling that cannot be spoken by other

races, however, these languages can be aquired in these slots

and understood when spoken, even though the character

cannot speak it.  At character creation, each race has its own

number of allowable starting language slots. Additional

languages can be bought with EXP, or taught by another

character over time and with EO knowledge and monitoring.  

General Info
sheetvitals
SHeetgear
sheetcurrency
sheetpositions
sheetskills
sheettongues
  • Facebook Classic
  • Twitter Classic
  • Google Classic
  • RSS Classic

© 2023 by My site name. Proudly created with Wix.com

bottom of page