# 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)
```