0% found this document useful (0 votes)
17 views4 pages

Character Profile and Combat Data

The document outlines a character profile including personal data, attributes, traits, skills, experience, combat data, inventory, and financial information. It provides detailed statistics and descriptions relevant to gameplay, such as health, movement capabilities, and equipment. The character's backstory and various modifiers for skills and traits are also included, indicating a comprehensive role-playing setup.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views4 pages

Character Profile and Combat Data

The document outlines a character profile including personal data, attributes, traits, skills, experience, combat data, inventory, and financial information. It provides detailed statistics and descriptions relevant to gameplay, such as health, movement capabilities, and equipment. The character's backstory and various modifiers for skills and traits are also included, indicating a comprehensive role-playing setup.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

# PERSONAL DATA

```
Character name: First Last
Age: x
Date of Birth: dd/mm/yyyy
Height: x'x"
Weight: xxxlbs
Hair: x
Eyes: x
Extra:
```
```
Backstory:
x
```
# ATTRIBUTES
```
Level (modifier) - XP - Attribute

x (+x) - x - STR
x (+x) - x - BOD
x (+x) - x - RFL
x (+x) - x - DEX
x (+x) - x - INT
x (+x) - x - WIL
x (+x) - x - CHA
x (+x) - x - EDG

Total attribute XP:


```
# TRAITS
```
LEVEL -- XP -- Trait -- Page Reference Number

POSITIVE
1 -- 100 -- Example positive trait

NEGATIVE
-2 -- -200 -- Example negative trait

Positive trait XP: x (-x negative trait XP)


```
# SKILLS
```
LEVEL - Link (Attributes) - XP - SKILL

0 - x (x/x) - 20 - Example skill


1 - x (x/x) - 30 - Example skill
2 - x (x/x) - 50 - Example skill
3 - x (x/x) - 80 - Example skill
4 - x (x/x) - 120 - Example skill
5 - x (x/x) - 170 - Example skill
6 - x (x/x) - 230 - Example skill
7 - x (x/x) - 300 - Example skill
8 - x (x/x) - 380 - Example skill
9 - x (x/x) - 470 - Example skill
10 - x (x/x) - 570 - Example skill

Total skill XP: x


```
# EXPERIENCE
```
XP SPENT: XXXX (-XXXX Negative Trait XP)

UNSPENT XP: XXXX


```
# COMBAT DATA
```
(Torso Health is Body(X) x 4)
(Total health is all body part HP combined)
Part | HEALTH | Effect
Head | x/50%HP | Death
Torso | XX/XXHP | Death
L Arm | x/50%HP | -2 to checks with arm
R Arm | x/50%HP | -2 to checks with arm
L Leg | x/75%HP | -2 MP, knockdown
R Leg | x/75%HP | -2 MP, knockdown
Total HP: XX/XXHP
Injured: 75/50/25 (% of total HP)
PilotHP: xx/XX (Body x 4)
Fatigue Damage: x/x (WIL x 2)
Stunned: no
Unconscious: no

MOVEMENT: (divide by 5 and ALWAYS round up for SQUARE MP)


Walk: Xsq (STR + RFL = Xm)
Run/Evade: Xsq (10 + (STR + RFL) + (Running Skill Level) = Xm)
Sprint: Xsq (Running MP x 2 = Xm)
Climb: Xsq ((Walking / 2) + Climbing Skill Level = Xm)
Crawl: Xsq (Walking MP / 4 = Xm)
Swim: Xsq (Walking MP + Swimming Skill Level = Xm)
```
# INVENTORY
```
ENCUMBRANCE: (this is based on a chart)
Encumbered: x kg
Very Encumbered: x kg
Overloaded: x kg
CURRENTLY CARRIED: x kg

ARMOR/CLOTHING:
Armor (Location) || BAR (MBEX) || Weight || Notes

Neurohelmet (Head) || 4/4/3/2 || 6 KG || -2 Perception, Encumbering


Cooling Vest (Torso) || 1/2/0/1 || 4 KG || If reduced to BAR 0 in any category,
vest stops functioning
Shorts || N/A || 0.9KG ||
Plasteel Boots (Feet) || 4/6/4/4 || 3 KG ||

WEAPONS:
Weapon || Skill || AP/BD || Range (SMLX) || Ammo || Weight ||
Notes

Auto Pistol || +x || (3B/4) || (5/20/45/105) || (10 shots) || 0.5 kg ||


Jams on Fumble, Damage increased by .25 per MOS
- Holster 0.15kg
--- Mag 10/10 Current
--- Mag 10/10
--- Mag 10/10
Combat Knife || +x || (1M/1) || Melee || N/A || 0.25kg ||
Damage increased by .25 per MOS
- Holster (Sheathe) 0.15kg
Melee || +x || ((0M/(STR/4)) || Melee || N/A || N/A ||
Damage increased by .25 per MOS
```
```
ON PERSON:
Item || Weight || Notes

Backpack 0.1KG +1 STR (CARRY/ENCUMBRANCE ONLY); SIMPLE ACTION TO DETACH; COMPLEX


ACTION TO ATTACH
+++ frame 1.0KG +2 STR (CARRY/ENCUMBRANCE ONLY); COMPLEX ACTION TO ATTACH/DETACH
Snow Suit (Full) || 1/0/0/0 || 4 kg || Cold weather gear, Encumbering
[LA] Helmet (Head) || 4/6/6/4 || 1.2kg || INCLUDES MILITARY COMM., IR
SCANNER AND NIGHT VISION; REQUIRES HC MICRO POWER PACK (1 PPH); –1 TO PERCEPTION
ROLLS; AV 7 VS. FLASH
[LA] Jacket (Torso, Arms) || 3/5/4/3 || 3.5kg || Arm armor is 2/4/3/2
[LA] Boots (Feet) || 2/3/3/1 || 2.0kg ||
[LA] Gloves (Hands) || 1/1/1/1 || 0.5kg ||

Civ. Communicator || 0.1kg || 10KM LOS range, 0.2PPH, (Micro Power pack, 15PP)
+ Standard Charger || 0.15KG || 50 PPH, plug in

Noteputer || 0.5KG || PORTABLE; REQUIRES MICRO POWER PACK (0.1 PPH), (Micro Power
pack, 15PP)
+ Standard Charger || 0.15KG || 50 PPH, plug in

Binox Image Intensifiers || 0.25KG || 20X MAGNIFICATION (+1 TO PERCEPTION ROLLS AT


M/L/E)

2x Signal Flares || 0.6KG || VISIBLE UP TO 5 KM AWAY ON SUCCESSFUL PERCEPTION SKILL


(AUTOMATICALLY VISIBLE AT 1 KM OR LESS)

Basic Field Kit (INCLUDES: KNIFE + SHEATHE, SLEEPING BAG, LANTERN, CANTEEN, BASIC
MEDICAL KIT; +1 TO SURVIVAL SKILL ROLLS)

Seabag + Incidentals || includes numerous non-mechanical uniforms and clothing, as


well as personal items (like pictures, dog tags, letters, blankets, etc)

```
# MONEY AND PAY
```
CBILLS
On Hand: 0cb
Banked: 1000cb

SALARY:
TOTAL: x cb/mo (IGNORED, CAMPAIGN REASONS)

MECHWARRIOR 1500cb BASE


Expertise Multiplier: x/5 = x = x.xx (Green/Regular/Etc) (IGNORED, CAMPAIGN
REASONS)
x Career/Soldier
x Gunnery/Mech
x Piloting/Mech
x Sensor Operations
x Tactics/Land
Rank Modifier: 1.xx (rank/6 enlisted, rank/3 officer) (IGNORED, CAMPAIGN REASONS)
Total Mod: x.xx (IGNORED, CAMPAIGN REASONS)
MODIFIED PAY: x cb/mo (IGNORED, CAMPAIGN REASONS)
```

You might also like