Character Sheet

While filling out this page, if you see [text or other characters surrounded by brackets like these], you should replace that bracketed text with whatever information is indicated. If you see {text surrounded by brackets like this, it's simply information there to explain the field next to it, and to help guide you through the process of creating your character. You can leave everything as it is, and just fill in what you need to, replacing the [bracketed] text; the GM who looks at your sheet will clean up the rest! If you need any assistance, feel free to ask around in the chat!

Player Name

[The IRC handle you go by most often]


[Character's name goes here]


{A character’s power is unique to that character. Most often it’s one or two things that a character is particularly good at in a way that might set them apart from others, and is represented mechanically as a +3 bonus to one of two skills, activated by the expenditure of an Action Point, but a Power can also be something a little more exotic or nonstandard. You'll need to work with a GM on this particular section. Feel free to get the rest of your page filled out. It may be easier to come up with an idea for this once you have your character rounded out, and a solid background put together.}

[Name of Power]: [Give a description of the character's power here.]


{Aspects are central facets of your character’s personality, behavior, or outlook, and are tagged or compelled to be used for or against them. An Aspect must give your character both a clear and defined advantage and disadvantage depending on the situation, and should say something unique about your character. During play, spending an Action Point to tag an Aspect relevant to the situation will award your character a +2 bonus to a given Skill roll. If an Aspect is compelled by the GM, you can do one of two things. You can play along with how that Aspect would make your character behave in a given situation, and in return you receive one temporary Action Point. You can also refuse the compel, but this costs an Action Point. You need a total of three Aspects for your character when you create them. While writing these, try to get into your character’s head: think about who your character is, how they perceive things, and how they function, and don’t be afraid to go into detail. Feel free to get the rest of the page filled out, as it may be easier to come up with aspects once you have your character rounded out and a solid background put together, and feel free to ask either a GM or more experienced players for help.}

[Aspect Name 1]: [Brief description of Aspect Name 1.]
[Aspect Name 2]: [Brief description of Aspect Name 2.]
[Aspect Name 3]: [Brief description of Aspect Name 3.]


{Skills are simple enough. The following sets of abilities are essentially abstractions of how good your character is at certain things. The higher the number, the better you're likely to roll when your character attempts an action related to that Skill. You start with *26* skill points. Only include the Skills you have points in - erase the rest. Below the Skills list are Action Points and XP. You cannot buy additional Action Points during character creation. Action Points are increased by purchasing ranks in Skills through the expenditure of XP after you've started using the character in roleplay, so don't worry about that at the moment. XP is granted by GMs for participation during in-game events, so that section showing how much XP your character has or has used will just have zeroes for now.}

Physical Skills

  • Agility: [x] {Agility - The ability to move quickly and get through, over, or around obstacles easily is always useful, and can mean the difference between life and death for personnel working in a high-threat environment. Agility rolls may be called by the GM in a situation where a character is dodging falling rubble, trying to cross unstable ground, or trying to outpace an opponent. Agility may also be used to trip up an opponent in melee, or to escape a grapple or other means of confinement. Finally, Agility is used to deftly throw things like knives, or in a situation where something might need to be thrown with exceptional accuracy.}
  • Strength: [x] {Nothing beats raw strength when it comes to lugging around heavy loads or generally pushing things. The stronger an operative is, the more force and effort they can apply toward things like climbing, breaking open a locked door, or shoving around heavy objects. Strength rolls might come into play any time a GM thinks that a character might not easily perform a task like what was mentioned. Strength can also be used to muscle opponents around during hand to hand combat or break a hold an enemy has on the character.Finally, Strength is used to deploy weapons like hand grenades, or to lob around things that don’t require a fine degree of accuracy.}
  • Perception: [x] {A character’s senses can be their most potent tool. The smallest thing they see, smell, hear, taste, or feel could be the key to getting their team and themselves out of a sticky situation alive. This skill is generally rolled when a GM has something that may or may not be noticed by a character, and can be used to examine the environment in greater detail beyond what is immediately obvious.}

Social Skills

  • Persuasion: [x] {A character’s charisma and rhetoric, able to seduce and influence others. While the ability to neutralize enemies by force is critical, just as often hostile situations can be defused by the application of words rather than force. Persuasion is opposed by Mental Defense.}
  • Intimidation: [x] {The ability to strike fear and alarm in others, able to use pressure to force others to bend to your will. Intimidation is opposed by Physical Defense.}
  • Bluff: [x] {The capability to deceive and mislead others; bluff is a character’s ability to create convincing lies to manipulate others into doing what you want. Bluff is opposed by Perception.}

Technical Skills

  • Medical: [x] {The knowledge and ability to treat physical injuries. This skill allows a character to heal.}
  • Sneak: [x] {Being able to be light on the feet, quiet, and low-profile are the defining traits of a stealthy operative, and enables a character to remain unseen, unheard, and otherwise unnoticed, or if they’re trying to surreptitiously pocket something without attention.}
  • Engineering: [x] {The practical knowledge of mechanical and electrical engineering. This deals primarily with vehicle maintenance, repair, construction, and sometimes destruction, useful for building crafted items. As Mechanical engineering encompasses a wide}
  • Electronics: [x] {This skill handles knowing how to operate, manipulate, and alter data management systems and other electronic devices.}
  • Science: [x] {Knowledge that involves a wide range of disciplines, from life sciences, hard sciences, to researched paranormal knowledge.}
  • Academics: [x] {This represents a broad, combined total of a character's body of knowledge in a scholastic field, and may be rolled to determine whether or not a character knows detailed information regarding a specific subject or object.}
  • Survival: [x] {The many and varied environments of the Pool are not always the friendliest places to explore. When all your equipment has been lost and you're standing buck naked in an alien forest without a friend in the world, or when you need to follow that creature you saw run off with your radio, it's good to know how to survive and thrive in the wild. This skill may be used in place of an academics roll for identification of survival-based objects, such as edible plants or suitable sites to make camp. May also be used for tracking, finding shelter and several other creative uses that are up to the player.}

Offensive Skills

  • Ranged Combat: [x] {Marksmanship in all its forms. This skill governs a character's capability to effectively use and maintain firearms in all their incarnations, and serves as one of the primary means of attacking an enemy. This skill is rolled directly against a target's physical defense.}
  • Melee Combat: [x] {This skill governs the use of edged and blunt weapons, as well as the character's skill in unarmed hand-to-hand combat, and serves as one of the primary means of attacking an enemy. This skill is rolled directly against a target's physical defense.}

Defensive Skills

  • Physical Defense: [x] {This skill is used to defend against attack. Physical Defense represents sheer endurance to withstand grazing attacks, the agility necessary to dodge incoming blows, or other methods of absorbing or deflecting harm. This is rolled in opposition to offensives Skills.}
  • Mental Defense: [x] {This skill is used when your character is being targeted by a hostile mental ability or otherwise in a situation detrimental to their mental health. It represents a character’s willpower and determination.}
  • Body: [x] [5 + Physical Defense Skill Rank] {Its corresponding skill, Body, represents your character’s health or Hit Points.}
  • Mind: [x] [5+ Mental Defense Skill Rank] {Mind acts as Hit Points for your character’s mental health, and represents your character’s sanity and mental faculties.}
  • Action Points: 3 {Action Points fuel usage of your character's Power, to tag Aspects for situational bonuses to rolls or to declare a Scene Aspect. These are expended one at a time with each use, and regained by having an Aspect compelled by the GM.}
  • Load Limit: [x] {4 + Strength + Agility}
  • Current Load: [x]
  • XP Held: 0
  • XP Used: 0


{This is only for equipment that you have purchased using XP}

  • [Item] | [XP Cost] | [Effect]


Possessions are organized by two sections:


Load is what a character takes with them on a run.


Possessions left in the character's room, such as fluff, may be listed here.

  • Dinosaur toy
  • Books

Personal History

[This is where you tell us about your character. Give us a description of their past, where they've been, what they've done, and how they ended up with the Foundation and ultimately at Area-354. Don’t be afraid to go into detail. You’re also encouraged to do at least a little bit of research into your character’s area of expertise. It could easily help you figure out a little bit of how your character might behave, things they’d know, or even some interesting ways to use your character’s skills, or ways to flavor their use.]


[This is where you can tell us anything extra about your character. Anything special about your character? Extra fluff? Physical description? Picture? Throw it in here!]

Do recall you must review artistic ability and education with the GM!

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