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Character Sheet Definitions

Character Name Name of the character

Archtype Basic description of character’s role (Investigator, Thug, Wizard)

Species Species and subspecies if significant; many will be human

Religion religious affiliation or beliefs

Char. Pt. Current number of character points (Start with 5)

Hero Pt. Current number of hero points (Start with 1)

Age Character’s physical age

Move Movement base (10 unless a special ability/restriction taken)

Description Brief physical description, what others see looking at the character

Quote Short phrase or saying that the character uses or sums up their views

Background Brief idea of where they came from


Attribute governing gross motor skills

Acrobatics-Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as break falls. Useful for running obstacle courses or doing water ballet.

Climbing-Scaling various surfaces.

Contortions-Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body.

Dance-Performing in dance or dancing gracefully with a partner.

Dodge-Slipping out of danger’s way, whether avoiding an attack or a sprung booby trap.

Jumping-Leaping over obstacles.

Riding-Controlling and riding domesticated mounts.

Stealth-Moving silently and avoiding detection, whether through shadows or crowds.


Attribute governing fine motor skills

Artillery-Firing large indirect fire weapons such as cannon or mortar

Drive-Operating any kind of vehicle traveling on the surface of the ground or a liquid medium.

Marksman-Shooting direct fire guns of any type. Covers everything from small slugthrowers to vehicle-mounted machineguns.

Mechanic-Creating, fixing, or modifying gadgets, weapons, armor, and vehicles.

Pilot-Operating any kind of vehicle traveling through the earth, a liquid medium, the air, or space.

Powersuit-Operating a powered armor suit or servolifter.

Prestidigitation-Sleight of hand such as picking pockets, misdirection, and small tricks.

Throwing-Targeting muscle operated weapons such as throwing knives and grenades.


Attribute governing size and toughness

Brawling-Striking or avoiding blows in hand to hand combat

Intimidate-Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.

Lifting-Moving or lifting heavy objects.

Melee-Wielding and parrying close in weapons.

Running-Moving fast over rough terrain.

Stamina-Physical endurance and resistance to pain, disease, and poison.

Survival-Surviving in wilderness environments.

Swimming-Moving and surviving in a liquid medium.


Attribute governing “book” learning and memory

Arcana-Knowledge of magic and how spells work.

Demolitions-Using corrosives and explosives to achieve particular destructive effects.

Electronics-Using and designing or repairing complex electronic equipment, such as communication devices.

Linguistics-Knowledge of languages and the ability to decipher codes. Every full “D” of linguistics indicates a level of capability in another language. The levels are Broken, Good, and Mastery.

Medicine-The ability to heal or perform surgery. Difficulty to stabilize is generally 10 with each extra 5 rolled indicating 1 hit of damage healed. Surgeries have varying difficulties based on what is being done.

Programming-The ability to write programs for computers and robots as well as trying to hack with a computer.

Scholar-Level of education a character has, can be used to determine if character knows general encyclopedic style information about a subject.

Security-Building, installing and bypassing locks, sensors, and other security devices.


Attribute governing interpersonal relations

Animal Handling-Ability to calm and train animals

Charm-Using friendliness, flattery, or seduction to influence someone else. Also useful in business transactions, and situations involving etiquette.

Command-Effectively ordering and coordinating others in team situations.

Con-Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, and blustering.

Disguise-Altering features or clothing to be unrecognizable or to look like someone else.

Faith-Knowledge of faiths, but also personal conviction to a chosen faith. Can be used to compliment or replace Will in situations where faith is tested.

Persuasion-Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions.

Will-Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain.


Attribute governing awareness and introspective pursuits

Artist-putting on performances (such as singing, acting, or storytelling),and other forms of art such as painting and sculpture.

Awareness-Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person.

Forgery-Creating duplicates of documents, money, and other.

Gambling-Playing and cheating at games of strategy and luck.

Investigate-Gathering information, studying crime scenes, talking to witnesses and other duties that might serve a detective or journalist.

Navigation-Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps and manipulating faster than light drives.

Streetwise-Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.

Tracking-Following the trail of another person, animal, or creature,
or keeping after a moving target without being noticed.


Special abilities, powers, species traits, and Magic could be listed in this space

CONTACTS People the character knows and are generally helpful/knowledgeable to be valuable. A character begins with two contacts unless advantages and flaws are taken to alter the amount.

Languages Known Languages spoken/understood by the character. Characters begin with either mastery of one language and may have a level of mastery in another language per full “D” in Linguistics (Broken, Good, or Mastery)

Weapon A weapon the character owns or uses frequently for quick reference

Damage – Damage done by the weapon as a D code or +D code
Ammo – Number of uses/shots carried in the standard configuration (if applicable)
Diff. – Difficulty to hit if a melee weapon (indicate range if a ranged weapon)
Short – Short range for ranged weapon where base difficulty is 10
Med – Medium range for ranged weapon where base difficulty is 15
Long – Long range for ranged weapon where difficulty base is 20

Gear Carried Gear normally on character’s person

Stowed Gear Gear owned, but not normally carried (Car, or heavy weapons)

Notes and Abilities As above

Assets Amount of valuables the character has and in what form and where they are kept

Wound Level How much damage the character can take and the current level of wounds they are suffering.

Scratched – from 1 hit to Physique in pips (-1D on next turn only)
Wounded – from Physique+1 tp Physique x2 (lose next turn and -1D until healed)
Incapacitated – from physique x2+1 to physique x3 (unconscious and helpless)
Mortal – from physique x3+1 to physique x4 (will die in 2D rounds without stabilization)
Killed – Physique x4+1 or more (completely dead)

General Rules

Character Creation

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Maltese Sunrider