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[3.5] The Character Sheet

   The RPS2 Character Sheet is a convenient way to organize and keep track of your character's stats, equipment, and history. It is a double-sided document, designed to be printed out on a high-quality printer (it has been tested at 600 dpi). The two files, the front and back of the character sheet, are in Adobe PDF format and can be downloaded from this page. The Adobe Acrobat viewer is available without cost from Adobe.
  • The front page of the character sheet in PDF [18K]
  • The front page of the character sheet in GIF (Not printable... for web viewing only) [27K]
  • The back page of the character sheet in PDF [12K]
  • The back page of the character sheet in GIF (Not printable... for web viewing only) [12K]
   Also available is an example character sheet, demonstrating how the character sheet is filled out:
  • The front page of the example sheet in PDF [22K]
  • The front page of the example sheet in GIF (Not printable... for web viewing only) [42K]
  • The back page of the example sheet in PDF [12K]
  • The back page of the example sheet in GIF (Not printable... for web viewing only) [12K]

   The following sections explain in detail how the character sheet is used and what information goes in what areas.


[3.5.1] Character Personal Data

   In this section, there are lines for the most basic personal data. The character's full name is written on the line marked "Character". The following lines should be filled in with the character's birthdate, age (in years), sex, height, weight, hair color, and eye color.

   The example character, Jack Razor, was born on January 30th in the year 2130. He's 30 years old (in the year of his campaign, 2160) and male. Jack stands 6 feet tall, weighs about 190 pounds, has black hair and green eyes.


[3.5.2] Player Info

   This box is for information about the player who made the character and other out-of-character (OOC) data. It has a line for the player's name, the date that this particular character was created, and the campaign (specific game) that the character is playing in.

   The player who created this character is named Quintin Stone. The character was created on March 27th, 1998 for the Night's Edge campaign.


[3.5.3] Attribute box

   Here is where the character's Attribute information is written down. The box is divided into four sections for Physical, Mental, Derived, and Biographical Attributes. The rating for each Attribute is written into the small box that sits beside it.

   Jack Razor has considerably high attributes. Obviously, he is not a rookie character.


[3.5.4] Health Box

   This area is for recording the physical well-being of the character. The top box, marked "Current", holds your current health rating. As the character is treated or injured, this number will rise or fall. The box below that, marked "Maximum", indicates the person's maximum health. The current health can never be above the maximum health, and the maximum health never changes except under rare circumstances (for instance, if the character's Strength or Constitution ratings were to drop or rise).

   Below the two health boxes are a series of checkboxes that indicate Bleeding. The top ten rectangles represent Light Bleeding, the bottom ten, Heavy Bleeding. When the character incurs bleeding, one box is checked or darkened for each point of bleeding. When the bleeding abates or is treated with first aid, those checks are erased.

   Jack's Max Health is 18, but his Current Health is only 15, telling us that he has sustained an injury of some kind. He has two points of Light Bleeding, suggesting that he has been wounded recently.


[3.5.5] Movement

   The character's standard movement rates are recorded here. First is the box for the number of actions this person gets per combat round (determined in
Section 3.2.2.1.2). The next three boxes are for walking, jogging, and running rates (all determined in Section 4.2).

   Jack gets 3 actions per combat round. In a single combat round (3 seconds), he can walk up to 10 meters, jog up to 18 meters, or sprint up to 38 meters.


[3.5.6] Experience

   This section is for keeping track of the Experience Points that your character accumulates. This number rises as you gain XP, and falls back down as your spend the points to improve your character.

   Jack has 28 experience points. He can spend them now to improve his stats, or wait until he gains some more.


[3.5.7] Skills List

   The abilities that your character has learned are recorded in this area. The gray section marked "Field" is where you write down your character's
field of inclination. The lines below that are for recording the name of the skill (on the left) and your current level in that ability (the small line on the right). As you spend experience points to improve your skill ratings, these numbers will increase.

   Jack has accumulated a number of skills, with Vehicle: Ground (Driving) and Combat: Handguns as his highest (he has a rating of 8 in each).


[3.5.8] Languages

   Any languages that your character learns (with the Language skill) can be listed here. The small box in the top right corner of this area is provided so you can keep track of the number of language points yet unspent. For each line, the long segment on the left is for you to write the name of the language, and the short segment on the right holds your ability rating in that language.

   Jack is an English native (5), speaks Japanese almost fluently (4), knows a moderate amount of Spanish (3), Gaelic (2), and German (2), but knows only a smattering of French (1). Even after studying all of those languages, he still has 2 language points left over that he can spend.


[3.5.9] Assets Box

   The record of your character's personal finances are kept in this box. The first line, marked "Cash", represents the amount of physical currency on hand (whether in bills or coins). Below that is a section for "Other funds", which can include bank accounts, investments, bonds, and any other non-liquidated capital. The last area, "Valuables", is for listing possessions which are especially precious.

   According to his sheet, Jack is carrying $653.00 in cash about his person. He also has more than thirty-thousand dollars deposited in the First Bank of Arcadia. He apparently has no valued possessions.


[3.5.10] Armor

   The Armor box is for keeping track of the pieces of body armor worn by your character. The left column holds the name and type of armor. The second column is for the location of that particular piece on the body (T=Torso, H=Head, LA=Left Arm, RA=Right Arm, LL=Left Leg, RL=Right Leg). The final column stores the number of Armor Structure (AS) left in that section of armor. Every time a section of armor is penetrated by an attack, it loses an AS. When a section of armor reaches 0 Armor Structure, it is destroyed and offers no more protective value.

   Jack is wearing a Class II (kevlar) protective vest, as well as Class I (padded) protection on both of his legs. All of his armor appears to be in pristine condition.


[3.5.11] Notes

   The Notes section is available for writing down any information that does not fit into the other categories provided on the character sheet. Its use is completely up to you, the player. If you find yourself needing more space, feel free to attach extra sheets of paper to your character sheet.

   Jack's only important note is the mention of his motorcycle. Its stats are kept on a separate sheet from this one.


[3.5.12] Weapons

   The weapons box is provided as an easy way to keep track of your character's deadly arsenal. Though there are only 6 lines listed, that is by no means a limit on the number of weapons your character can own.

   The first, leftmost column is where the name of the weapon is written down. The next column, marked "Ammo/Capacity", is where you keep track of the number of shots left in the weapon, if it has a limited capacity. Some weapons, such as laser guns (which use energy, not bullets) or knives do not use this column, so it can be left blank. You can also record here the number of one-use weapons your character possesses (such as hand grenades).

   Jack Razor has a .44 Magnum revolver, a combat knife, and a 3mm needler pistol. His revolver can hold up to six bullets at a time, but right now only contains 5. The blade does not use ammunition, but the needler pistol contains 5 out of a possible 7 cartridges.

   The third column is where Spare Ammo is listed. For a revolver, this would be extra bullets, while for an automatic, you would list the number of full clips you have in reserve. For non-ammunition weapons, you can leave this line blank.

   Jack is carrying 12 loose rounds of ammo for his .44 (designated by the small "r" next to the 12). His needler pistol, however, has its ammo contained in clips, of which Jack is carrying 3 (note the small "c" next to the number 3).

   The "Power" column allows you to monitor how much power is left in energy-using weapons (lasers, tasers, needlers, power tools). The energy for these weapons is supplied by power cells, power packs, or other power sources. Different varieties hold varying amounts of power; once the power source is drained, a new cell must be attached. The fifth column, "Power Usage", is where you can write the amount of power the weapon uses per attack or round (depends on the type of weapon).

   Though the revolver and knife do not require power, the needler pistol does. Each round it uses up 2 points of energy. At this time, the weapon only has 16 power left, meaning it can fire 8 more shots before its power cell must be replaced.

   The "Acc Rating" column, sixth, is for the accuracy rating of the weapon. Every weapon has an inherent accuracy rating attached to it, meaning that it is naturally easier or harder to hit with.

   The revolver has an accuracy rating of -4 and the pistol has a -4. A weapon's accuracy rating is used differently depending upon whether it is a melee weapon or a ranged weapon, which is why the combat knife has two numbers here. The first, the +1, refers to its use as a melee weapon. The second, -7, is used when the knife is thrown.

   The Weight Penalty is a modifier that is suffered when using a weapon single-handedly when it is too heavy to do so easily, or when using a weapon that is so heavy that even using both hands is not enough. The weight penalty is described in Section 4.3.2: To determine if your character will suffer a weight penalty, take the character's Strength attribute divided by 3 (rounded up) and subtract the weapon's weight (in kilograms, rounded up to the nearest whole number). If the result is less than zero, then it is the weight penalty towards all attacks made with that weapon with one hand. (If two hands are used, the Strength attribute is first multiplied by 2, then divided by 3 and rounded up). If your character exclusively wields the weapon with one hand or two hands, you can just write down one or the other's weight penalty. If your character switches between the two often, you can record both for easy reference (saving you a bit of math headache).

   Jack, with a Strength of 6, suffers no weight penalties when using any of his weapons.

   Recoil Penalty works in a manner similar to the Weight Penalty, but is dependent upon a firearm's recoil, not its weight. A gun's Recoil Penalty is equal to your character's Strength (if used one-handed) or twice your character's Strength (if using two hands) minus the gun's Recoil score. If the result is greater than zero, ignore it. If the result is less than zero, that is your Recoil Penalty.

   Jack's Strength of 6 is more than enough to handle the nonexistent blowback from the needler pistol, but the .44 Magnum is another matter. This particular weapon's Recoil is 11. Subtracting that from Jack's Strength, we get a penalty of -5. Jack would suffer no Recoil Penalty, however, if he elected to use both hands when firing.

   The ninth column in this box, "Rate of Fire", stores how many attacks can be made with the weapon per round. The space on the left is for single-shots (with firearms) and regular attacks, the center space is for how many three-round bursts can be fired per round, and the space on the right is for the number of bullets that can be fired when the weapon is on full automatic.

   The revolver can be fired up to 3 times per round. Jack's knife and needler pistol can both make 2 attacks per combat round.

   Range is the distance (in meters) the weapon is effective (ranged weapons can be used up to twice their effective ranges, but with substantial penalties). The range for melee weapons is either Short (S), Medium (M), or Long (L), or a combination of the three. Some weapons (such as knives) can be used in both melee and ranged attacks; these should list the effective ranges for both types of attack.

   This .44 Magnum revolver has an effective range out to 200 meters. The needler pistol's range is a mere 20 meters. The combat knife, when used in-hand, can be used to Short or Medium distances. When thrown, it has an effective range (in meters) equal to the thrower's Strength score. In Jack's case, that is 6 meters. It can still be thrown up to twice that far, but with penalties.

   The "Damage" column records the amount of damage the weapon is capable of inflicting upon a successful hit. The final column, "Damage Type", is for recording what type of damage the weapon inflicts, or keeps track of what type of ammunition you are using.

   The .44 Magnum does 2d10+4 (6-24) points of damage on a hit. The weapon is currently loaded with APX (armor-piercing explosive) rounds. The combat knife does 1d6 plus 1/3 the wielder's Strength score. In Jack's hands, the blade does 1d6+2 points of damage per hit. The needler pistol inflicts 1d6 damage per hit. This pistol is loaded with flechettes coated with sleep-inducing drugs, which increase the weapon's Shock Value, making it more likely to knock someone unconscious or stun them.


[3.5.13] Equipment

   Here is where you can list all of your other equipment (besides weapons and cyberware). The small, leftmost column indicates how many pieces of that particular item you have. The next line is for the name of the equipment itself. The "Loc" column is for recording where that item is being held. Some examples of location are "pack" for in a backpack, "belt" for items hung or clipped to your belt, "H" "T" "RA" "LA" "RH" "LH" "RL" "LL" "RF" "LF" for various locations about the body, or any other appropriate location reference. Items that are not currently being carried can be marked with the location of "car" or "home", depending upon where they are being stored. The final column allows you to keep track of the amount of weight being carried.

   Jack's inventory includes a 2-way radio (weighing 0.3 kilograms) that he has clipped to his belt, a cellular phone (0.2 kg) also clipped to his belt, a set of lockpicks (0.1 kg) that he keeps in his pocket, a shoulder holster (0.2 kg), 4 power cells (1.0 kg each) that are clipped to his belt, an electronics tool kit (0.9 kg) clipped to his belt, 3 flares (0.3 kg each) that are attached to his belt, and a knife sheath (0.1 kg) clipped to his belt. Apparently he got his belt from Batman.


[3.5.14] Character Sketch

   The sketch box is an area where you can include a sketch of your character, your character's corporate logo, or your character's favorite car, gun, etc.

   Jack Razor is a mighty handsome fella.


[3.5.15] Cyberware

   This box is particularly specialized to the Night's Edge campaign, where characters can have cybernetic enhancements implanted within their bodies. Cyber is covered in
Section A.14.

   At the top of the box are two boxes, one marked CIU Slots, the other Eye Spaces. The first box is where you record the number of empty slots left in your character's Cyberware Interface Unit (if your character lacks a CIU, that number would of course be 0). As cybernetic devices that require a CIU slot are implanted, the number in that box decreases. The Eye Spaces box is where you keep track of the spaces left in your Cybernetic Eye. Each eye has a limited number of spaces (15) and ocular accessories fill up these spaces when they are attached (again, if your character does not have a replacement eye, then this box can be left blank or marked with a 0).

   The leftmost column is for listing the name of that piece of hardware. The next line is where you can record how many of that particular cyberware is implanted. Most cyber can only be implanted once, but some (like eyes, limbs, and more) can be installed in multiple locations. The last column is where you record the visibility rating of the cyberware: 0 is invisible, while 10 is plainly obvious to anyone who looks at you. Visibility ratings are important to remember because they determine how difficult it is for someone to spot the cybernetic enhancement, and many pieces of cyberware are available in a range of visibilities.

   Jack Razor has a considerable number of cybernetic enhancements. Most are invisible, but his replacement eye, combat cyber (knuckles, razors, claws, and armor), tattoo, display unit, and links are all noticeable to some degree. The units installed in his cybernetic eye include a Visual Processor, Ultraviolet Les, Rangefinder, Thermographic Lens, and Tele-Optics.


[3.5.16] Contacts

   The Contacts Box is for listing your character's contacts, acquaintances, and sources of information. Use the space as you see fit.

   Jack has surprisingly few contacts listed for a freelance mercenary. His first listing is a fellow named Bishop who apparently sells weapons out of a coffee shop. The second is an Executive Vice President at a corporation.


[3.5.17] Background Info

   Here you may write down any background or historical information about your character, your character's family or friends, or anything else you consider important.


[3.5.18] Character Traits

   The Traits Box lets you write down some personality information for your character. The Likes line is for passions, desires, and loves. Dislikes covers the exact opposite. Fears are exactly that: things that frighten, scare, or otherwise put your character on edge. Personality Traits covers some of the more intimate details of the workings of your character's mind. Appearance is for a short summary of the way your character looks and dresses.

   Does Jack Razor like anything? Nothing's listed on that line. He does seem to dislike cats, though it's not clear if that refers to the animal or the Broadway musical. His fears include spiders. There's a general rundown of his personality and general appearance.



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