Character Sheet

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A Character Sheet is a critically important document and record of a character's stats, Metaphors and equipment. This page will provide information to obtain and explain terms on the character sheet used in Metaforce.

The character sheet for Metaforce can be found on Google Sheets, anyone is permitted to create a copy for their own characters, you can find the link here: Link

NOTE: This section is currently incomplete.

Legend

The colour coding used on the Character sheet is important. 

♦ White/Yellow fields are free for players to edit how they like.
♦ Green fields are editable, but should only be changed or set by the Game-Master of the game the character is involved in.
♦ Blue fields should not be edited, either they serve as headers for fields or they are auto-calc fields that will break if edited.

Character Details

Located at the top left of the page, the player can enter various details about their character including their name, typed appearance, links to visuals and so on.
Player
Name or alias of the person this character belongs to.

Character Name
Name of the character the sheet is for.

Art URL
Enter a hyperlink to an image that others can use to look at the character visually.

Notes
A single line for adding notes that are important to the player or the Game-Master.

Race/Species
The name of the character's species, race and/or sub-race. Can also include creature type.

Size Rating
The Size factor for the character, normal human-sized characters are Size 1 by default.
(Three fields on the right show the projected Height and weight of a character in feet, pounds and meters)

Base Attribute Points
Determines the starting number of Attribute points given to a character at creation. Default: 8. Game-master can change this.

Experience
Field to store the amount of Experience points character currently owns.

Move Speed (in Squares)
Shows the distance a character can move in a Combat/Encounter round for free, and the number of squares moved on a grid.

Range/Space (in Squares)
Shows the amount of physical space and the natural reach of a character. Both values scale alongside each other but actual values may vary by circumstance.

Carry Capacity
Carry Bonus
Adds an amount of extra item Bulk that a character can carry. Default: 0.

Load
Displays the current amount of Item/Equipment Bulk carried by character. Affected by Inventory section (shown below).

Load (%)
An informational calculation of how loaded a character is by a percentage. Anything 100% or greater will incur severe penalties. Calculated by taking the 'Remaining' value and dividing it by 'Max'.

Remaining
Shows the remaining number of Item bulk points remaining before a character is overloaded.

Max
Shows the character's actual Item Bulk capacity. Affected by the character's Body Core Value and Carry Bonus.

Currencies
Three open fields for a player to record any miscellaneous currencies they hold, mundane or otherwise.

Attributes / Core Values / Combat

Attributes
XP to UP
Auto-calc indicators showing how many experience points are required to improve the Attribute on the same row by one.
Remember: If you are improving an Attribute in this way, make sure you increment Attribute Up by one and have non-zero points in Points Remaining (left).

Modifier
Enter positive (or negative) values to change the character's Attribute modifiers. They automatically affect Core Values.

Dice Rank
Depending on the modifier entered previously, assign the appropriate Meta Dice. If at zero, leave blank.

XP to Level
The value on the right shows how many experience points are required to increase the character's level by one.

Points Remaining
The value on the right shows how many Attribute points need to be assigned to the Attribute modifiers.

Level / Limit
The value below denotes both the character's Level, as well as the maximum Attribute modifiers permitted for that level.

Resources
HP (Current, Max)
Shows a field the player can enter their current HP amount, and an auto-calc field of the character's Maximum HP after accounting for their other stats.

MP (Current, Max)
Same principle as HP, except for Meta-points.

Fatigue (Current, Max)
A pair of fields used to track Fatigue for characters. See Status Magnitude for more information.

%
Uses the Current and Max value of each resource to produce a percentage of remaining HP/MP, or how fatigued a character is.

Max Bonus
Value adds a flat bonus to Maximum HP, MP or Fatigue respectively. Generally for permanent modifiers.

Sheet Parameters

Metaphors

Powers & Traits

Inspirations

Inventory