Terraforming Mars RPG – Character Sheet

Character



Abilities (0)

Values 0 to 4, max. 13 points total. Each character has 4 specialties, granting a re-roll of any non-successful dice when checks fall into these specialties.






Engineering: Fields of Expertise (0)

Values 0 to 8. When creating a character a player may decide to trade 1 ability point into 10 points of FoE (with GM permission even 2 for 20).
After rolling a check, distribute successes among reliability and power/range, granting 1 point of quality level.

Vital Status

Mental Stress

When the GM asks for a stress check, an amount of dice are rolled. The results are marked off in the mental stress box. If the same result is marked twice, this results in a temporary loss of control.

When boxes 1-2 and 3-4 are marked both, the character feels uneasy, if 5 gets marked as well, adrenaline takes over: +1d to Body checks, -1d to everything else. If the 6 is added as well, modifications are +2/-2d.

When no longer exposed to the stress (after 1 hours of rest) the player can roll 4d. Each success removes one mental stress box, beginning with the highest number

Long-Term Traumas

When all the mental stress boxes are marked, add one trauma point. At the end of each game session, roll 1d for each trauma point. Count the non-successes, ignore any 5 and count the 6 as double success. For each success resolve one failure. The number of remaining failures is the severity of the long-term trauma the characters gets.

Combat




Weapons

Weapon Type Damage

Vitality

Taking damage means injuries. Damage rolls need to be marked off here. The highest unmarked number in vitality determines the maximum dice number a character can roll, because injuries affect concentration and physical activity.

Incapitation

For each even number in a damage roll, mark off an incapitation box. If all incapitation boxes are marked off, the character can no longer participate in the combat. In other words: You are knocked out, immobilized, overpowered etc.