I Believe I have a Final Form for my Character Sheet


If there are any changes, it would probably be to the layout. There are two sheets; the character sheet, which has all of your vital statistics and abilities, and the ship form, which will have the stats and equipment attached to any ship you own. It initially hadn't occurred to me that the ship form should be a separate sheet, but a playtester pointed out that you could easily own more than one ship. When describing certain functions, I may make comparisons to D&D and Pathfinder.

CHARACTER SHEET

  1. Character Name
  2. Gender
  3. Age
  4. Description
  5. Race - The first half of your abilities. It will define how other people see you and what they expect from you. It will provide your initial proficiencies; your character's natural talents. It will give you a role-playing proficiency and a ship proficiency.
  6. Field - This will define your character's place in the solar systems. It will define your skills in determining if you are stronger in ship operation or character interaction. This game isn't solely dedicated to combat. You could be a bounty hunter or a soldier, but you could also be a merchant who makes his way through the game as a trader. There will always be combat as you deal with pirates and hostile aliens but you do not have to focus your skills in that area to be successful in both the combat and mercantile aspects of the game.
  7. History - This is the path you choose in your field. It provides certain situation bonuses that will aid you in either role-play or combat. This will also determine your faction.
  8. Experience and Level - Like most role-playing games, you gain levels with experience. This serves to increase the stats for your skills and how well you operate your ship.
  9. Faction - Determined by your field, this is your alignment. Instead of good and evil, how people perceive you is based on reputation. Which group of people do your philosophies most closely align with? Are you a merchant that fears pirates and only seeks to mind your own business? Are you a pirate that hunts merchants? Are you a police officer that keeps the peace? Who you align with determines how you all see each other. Just as a merchant will fear a pirate, a pirate will fear soldiers and the police. Your actions determine how everyone sees you, including your own faction.
  10. Skills - These are the numeric abilities that you will use throughout the game. There are six skills for role-play--athletics, bartering, technology, espionage, observation, and performing--and four skills for ship operation--engineering, pathfinding, piloting, and tactical.
  11. Faction and Reputation - Unlike the previous faction entry, which simply lists which faction you're a member of, this table tracks your reputation with all of the factions, including your own.
  12. Personal Inventory - A list of property separate and distinct from ships and equipped components.
  13. Other Bonuses - A list of bonuses that cannot be easily defined by a simple number.
  14. Reputation Guide - Used with Faction and Reputation, this is a quick guide to predict how other factions will behave when interacting with you.
  15. Portrait
  16. Ship List - A simple list to help keep track of all the ships you may own.

Ship Form:

  1. Ship - Your make and model.
  2. Credits - The amount of money you have. This may be switched over to the character sheet, but I think this is more useful here as you can immediately see what you have to spend on your ship and development as well as cargo for selling and trading.
  3. Fuel - Several ship operations require the expenditure of fuel aside from travel. Some harsh maneuvers may require an additional fuel expenditure over the normal expenditure for travel.
  4. FP and Max FP - Function Points, the measure of your ship's continued operation. If your FP reaches (0), your ship is adrift and unable to act; the equivalent of unconscious. It is the same as Hit Points in other role-playing games.
  5. DV - Defense Value, the defensive capability of your ship. It is a static number that defines your ship's ability to resist damage and dodge attack. It is the same as Armor Class in other role-playing games.
  6. Initiative - The bonus to how soon you can act from the start of a combat round.
  7. Movement - The maximum number of spaces you are allowed to move in a single round of combat.
  8. Attack Bonus - The bonus you get on top of your roll to try to hit an opponent's DV.
  9. Inertia Check - Moving in space is different from moving on land and some maneuvers will require you to be able to overcome the forces of gravity. This element of gameplay worked surprisingly well in playtesting.
  10. Armor and Output - This is the physical armor you've purchased for your ship and how much it adds to your DV.
  11. Shield and Output - Shielding device for your ship. This gives a bonus to FP. The closest thing I can compare it to is False Life.
  12. Engine and Output A and B - Your ship's engine. It has separate outputs for speed and power that provide different functions to multiple ship stats.
  13. Single Use Weapons, Output, and Attack Bonus - Component slots for missiles, rockets, and mines. Output is simply the damage they deal, and since missiles provide an additional bonus to attack, Attack Bonus slots are provided for each.
  14. Upgrades - These are special skills you may receive on milestone levels in place of other bonuses if you choose. They are comparable to feats.
  15. Weapons Slots, Output, and Attack Bonus- Currently, in Rules As Written, while most ships have two, three, or four weapons slots, I have decided that no ship will be able to have more than six standard weapons, hence why this character sheet has six slots for weapons. Once again, output is the damage each weapon deals on a successful hit, and some available weapons provide an attack bonus. Of course, since this game provides for full homebrewing alteration, you may decide to add more weapon slots.
  16. Cargo - If you go the merchant route, this will be a very useful table. Like weapons, you have slots for cargo, and there is a minimum and maximum amount for each ship. This table is specifically for tracking cargo that you are transporting to trade or for quest purposes, legal or illegal.
  17. Equipment - These are purchasable or winnable components that you may acquire that grant your ship some kind of boost in performance, such as a targeting computer that increases your Attack Bonus, or a Repair Droid, that boosts your ability to restore FP.

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