Oh, I tend to make a lot of templates for my custom sheets in my games, I'll post a few here:
[ +- ] FrontierSpace Template
Name:
Species: ,Ark/Clan/Origin/Phase/Etc.:
Sex: ,Handedness:
Languages: ,Descriptors:
Background:
Moral Code ( [ ] unckecked, [/] checked, S = Somewhat, V = Very, T = Totally)
Kind [ ] / Cruel [ ] : S [ ], V [ ], T [ ]
Focused [ ]/ Unfocused [ ] : S [ ], V [ ], T [ ]
Selfless [ ] / Selfish [ ] : S [ ], V [ ], T [ ]
Honorable [ ] / Deceitful [ ] : S [ ], V [ ], T [ ]
Brave [ ] / Cowardly [ ] : S [ ], V [ ], T [ ]
Development
Rank:
Unspent DP: ,Renown:
Pay Grade: 0 ©/day, Credit: 0 ©
Destiny: 0/0
Melee Damage:
Ranged Damage:
INIT: ,MOVE:
Abilities
STR:
AGL:
CRD:
PER:
INT:
WIL:
Skills (score/specialization)
Academic:
Artist:
Commander:
Diplomat:
Explorer:
Marksman:
Medic:
Pilot:
Scientist:
Technician:
Thief:
Warrior:
(other skills):
Weapons (weapon/Hit %/Ammo/Damage/Range/Notes)
Kits/Supplies
Gear and Equipment (worn/carried)
Specialities
Benefits
Loyalties
Notes
[ +- ] Five Torches Deep Template (note: I've added a section for Languages which is my homebrew, if you want an FTD sheet as-is, just remove it)
Player:
Name:
Race:
Archetype:
Class:
Level:
Experience:
STR: 00, Mod.: +0, Prof.: , Melee: +0, Weapon Dmg.: , Load: 00/00 Max.
DEX: 00, Mod.: +0, Prof.: , Melee: +0, Weapon Dmg.: , AC: Heavy: , Light: , Shield: , No:
CON: 00, Mod.: +0, Prof.: , HP: 00/00, Resilience.: 00/00
INT: 00, Mod.: +0, Prof.: , Languages: , Supply: 00/00 max., Arcane:
WIS: 00, Mod.: +0, Prof.: Perception!!: , Divine:
CHA: 00 Mod.: +0, Prof.: , Retainers: 00/00 Max., Permanent Magic Items: 0/0
Combat Values Reminder
HP: 00/00
AC:
Weapon: Atk.: Dmg.:
Weapon: Atk.: Dmg.:
Weapon: Atk.: Dmg.:
Proficient Checks:
Spells/Features:
Load / Item Description / SUP / DUR
Notes:
[ +- ] Uncharted Worlds Template (using my own Klingon character, W'rutak or House Drum as an example)
Exchange Science Officer (Academic and Explorer Careers/Brutal Origin)
Race: Klingon
Description: Elderly, Brash, Severe.
Stats
Mettle: +1
Physique: 0
Influence: -1
Expertise: +2
Interface: +1
Workspace (integrated into ship)
Research: Sensors gather scientific readings. Laboratory, containment units, sample scanners, sealed storage.
Skills
Education: When you gain one or more Data Points about a subject, each ally that was present or involved also gain a Data Point about the subject.
Deduction: When you first witness a situation, you may ask one of the following questions, the GM will answer honestly.
Who of what...
- is most vulnerable in this situation?
- is most dangerous in this situation?
- caused this situation?
Toughness: You can suffer two injuries of each severity, rather than one.
Reconnaissance: When you make an Assessment of any aspect of a wilderness (animals, plants, weather, terrain, hazards, etc) you gain 3 Data Points about that subject on a 10+, and 1 Data Point about that subject on a 7-9.
Assets
Klingon uniform (Class 0, Cultural).
D'k tahg (Klingon dagger) (Class 1, Optimal Range: Melee, Defensive: Can parry, deflect and disarm).
Disruptor pistol (Class 2, Pistol: One handed ranged weapon, Optimal Ranges: Adjacent, Close. Destructive: Causes property damage, damages machinery and vehicles. Stabilized: No recoil, can be used in micro-gravity environments).
Research Kit (Class 1, Tolls to study and experiement out in the field. Specimen jars, hammer and chisel, scalpels, chemical analyser, data recorder, etc.).
Data Points
1 (demolished hospital on Nimbus III)
1 (Nibus III spaceport remains)
1 (terrorists' cobbles up ship)
1 (Drexler Station)
Injuries ([ ] unchecked, [/] checked, doubled for Toughness Skill)
Minor [ ] [ ]
Major [ ] [ ]
Severe [ ] [ ]
Critical [ ] [ ]
Fatal [ ]
Debts
3 Debts of social obligation (Klingon Empire)
1 Favor to call upon (Klingon Empire)
Advancement
Each session, all characters mark xp the first time... ([ ] unchecked, [/] checked)
[ ] ...a fascinating phenomenon is explained.
2 XP
Common Moves
Face Adversity (+Stat): When you overcome opposition or danger using...
...stealth, piloting, accuracy or discipline, Roll+Mettle
...knowledge, mechanics or first-aid, Roll+Expertise
...athletics, endurance, strength or health, Roll+Physique
...charm, diplomacy, bargaining or lies, Roll+Influence
...open computer systems and networks, Roll+Interface
On a 10+, you overcome the opposition or danger, just as you described.
On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.
Assessment (+Stat): When you collect critical information about an important, dangerous or mysterious subject using...
...stealth, focus or cunning, Roll+Mettle
...research and experimentation, Roll+Expertise
...exploration, labor or strenuous activity, Roll+Physique
...informants, interviews or gossip, Roll+Influence
...the SectorNet or open networks, Roll+Interface
On a 10+, you gain significant information about the subject, and earn a Data Point about it as well.
On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or they may ask you to do so.
On a 6-, the GM will reveal facts about the subject you probably wish were not true.
Get Involved (+Stat): When an ally makes a Move and you affect the result using...
...stealth, piloting, accuracy, or bravery, Roll+Mettle
...education, mechanics or first-aid, Roll+Expertise
...athletics, endurance, strength or health, Roll+Physique
...charm, diplomacy, bargaining or lies, Roll+Influence
...open computer systems and networks, Roll+Interface
On a 10+ Choose 1
- Turn a failure (6-) into a partial success (7-9)
- Turn a partial success (7-9) into a full success (10+)
- Turn a full success (10+) into a partial success (7-9)
- Turn a partial success (7-9) into a failure (6-)
On a 7-9, as above, but you incur a cost, complication or hard choice in order to get involved.
Stat Moves
Open Fire (+Mettle): When you engage enemy forces in long ranged, cover-to-cover firefights, describe your tactics, primary targets and Roll+Mettle.
On a 10+, you win this engagement. Your target are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
Launch Assault (+Physique): When you engage enemy forces in chaotic close-quarters combat, describe your tactics and primary targets, then Roll+Physique.
On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
Patch Up (+Expertise): When using appropriate medical supplies/tools to repair harm to people or machinery, Roll+Expertise.
On a 10+, choose 1 from the list below.
On a 7-9, choose 1, but you've reached the limit of what you can do; you cannot re-attempt to Patch Up the subject for now.
- Treat a single minor, major or severe injury/damage.
- Treat a malfunction or minor debility.
- Stabilize a major debility.
- Perform a medical/technical procedure.
Command (+Influence): When you issue a command to a group that is inclined to follow your orders, Roll+Influence.
On a 10+, they follow those orders to the best of their ability, though there may be cost in time, resources, or personnel.
On a 7-9, as above, but their disposition or effectiveness has been significantly impacted in some way. This crew will not accept a new Command until those issues have been dealt with.
Access (+Interface): When you spend several minutes accessing a locked, protected system or network with the appropriate tools, Roll+Interface.
On a 10+, credentials verified, access granted. The system is now open to Interface-based Moves.
On a 7-9, as above, but your breach is detected. The owners of the system will likely retaliate soon, either electronically, legally or physically.
Brace For Impact (+Armor): When you would suffer harm, the GM will tell you the Severity (Minor, Major, Critical or Fatal). Roll+Armor.
On a 13+, the severity is reduced by two levels.
On a 10-12, the severity is reduced by one level.
On a 7-9, you suffer an injury of that severity.
On a 6-, you also suffer debilities, incur cost/troubles, or suffer an injury of a greater severity, at the GM's discretion.
Enterprise Moves
Shields Up: When one of the starship sections would suffer damage from outside, the pilot rolls 2d6. If a character is at the shield station, they Roll instead, and add their +Interface.
On a 10+, the severity of the damage is reduced by two.
On a 7-9, the severity of the damage is reduced by one.
On a 6-, shields down! The section suffers damage, and the shields need to be repaired or recharged before they can be used again.
Wild Jump: When you force your ship to make a Wild Jump, Roll 2d6.
On a 10+, the crew only suffers nausea, headaches and other minor effects. You reach a point within a week's travel of your destination, or choose from teh list below.
On a 7-9, the illness and hallucinations are pronounced. The GM chooses on from the list below:
- You find an uncharted world, ready for exploration.
- You find exploitable resources, there for the taking.
- You discover a scientifically-interesting phenomenon.
- You discover a wreckage or ruins of unknown origin.
- you find a new path to a well-known destination.
- You encounter a faction of culture that is new to you.
On a 6-, the GM will describe the ugly, debilitating, terrifying consequences. It's full of starts.
Cramped Quarters: When you've been trapped in a cramped quarters with the same people for a significant amount of time (a leg of an interstellar journey, etc.), choose a character trapped here with you and roll 2d6.
On a 10+, describe how the two of you bonded over the past few days.
On a 7-9, reveal/discover the answer to their question about an aspect of yourself or your past.
On a 6-, describe what caused the newest hurt feelings or bad blood between you.
Acquisition (+Cargo): When you demand important services or assests from a market able to supply those demands. Roll+0. If you offer a cargo unit as part of the deal, Roll+ that cargo's Call.
On a 13+, the deal goes through; you get what you asked for.
On a 12-10, the deal goes through if the seller/market is amiably disposed toward the deal. Otherwise as 7-9.
On a 7-9, the deal will only go through if you accept a cost, a task or a lesser asset/service instead of what you asked for.
On a 6-, the deal will only go through if you call in a Favor.
Barter (+Cargo): When you exchange a foreign unit of cargo for local trade goods, Roll+ the Class of the cargo unit.
On a 13+, you attract the attention of a faction of individual with a unique item or service for trade.
On a 10-12, you get a higher Class cargo of local goods in exchange, to a max of Class 4.
On a 7-9, you get a higher Class cargo, to a max of Class 4, and the GM choose one flaw:
- The negotiations take many days to complete.
- The goods need special care (fragile, hazardous, etc).
- The goods are very odd, distasteful or bizarre.
- The provenance or legality of the goods is dubious.
[ +- ] Screaming Amongst The Stars Template (using my own character Jerome Huxley as an example. With some minor changes, the format could also work for Running Out Of Time and The Dead Are Coming)
Name: Jerome Huxley
Background: Priest
Description: Middle-aged black man with friendly demeanor. Very approachable. A huge fan of Martin Luther King Jr. Lost his wife to cancer 5 years ago. Gap Toothed, Witty.
Attributes
STR: 6/6
DEX: 8/8 (Disadv in Vacsuit)
WIL: 10/11
Combat
HP: 3/3
DEF: 0/0 (1/1 in Vacsuit)
Inventory: (11 Slots)
1. Small handgun (d4, medium range)
2. Oxygen canister
3. Flashlight
4. Standard vacsuit
5. (2 slots, uses oxygen, DEF 1, Disadv DEX saves)
6. Holopicture of Cecille Huxley (deceased wife, personal item)
7. Holy Book
8. Incenser
9. Oxygen Cannister no. 2
10.
11.
12.
Notes:
50 Credits[ +- ] Urban Shadows 1e (since 2e comes out later this year) Template
Faction:
Archetype/Playbook:
Look:
Demeanor:
Main Stats:
Blood:
Mind:
Heart:
Spirit:
Faction Stats: ([ ] - unchecked, [/] - checked)
Mortality: [ ]
Night: [ ]
Power: [ ]
Wild: [ ]
Intro Questions:
Gear:
Archetype Features:
Debts:
Basic Moves: unleash an attack; escape a situation; persuade an npc; figure someone out; mislead, distract, or trick; keep your cool; let it out
Faction Moves: hit the streets; put a face to a name; investigate a place of power
Archetype Moves:
Drama Moves:
Corruption Move:
Intimacy Move:
End Move:
Standard Advances:
Corruption Tracks: ([ ] - unchecked, [/] - checked) [ ] [ ] [ ] [ ] [ ]
Corruption Advances:
Harm: (Armor: if any) ([ ] - unchecked, [/] - checked)
[ ] Faint
[ ] [ ] Grievous
[ ] [ ] Critical
Scars: ([ ] - unchecked, [/] - checked)
[ ] Shattered (-1 Blood)
[ ] Disfigured (-1 Heart)
[ ] Fractured (-1 Mind)
[ ] Broken (-1 Spirit)
Other/Notes (+1 ongoing or forward, holds, etc.)
[ +- ] Five By Five Template
Name: (you may add gender and distinctive features if you wish...)
Traits:
Trouble:
Preferred Combat Style:
Armor:
Karma Points:
Magic Psionic Points: (maybe?)
Wound Levels: ([ ] Unmarked, [/] Marked)
[ ] Shaken (rank penalty to Resist)
[ ] Unarmed
[ ] Charged (rank bonus to Resist)
[ ] spent (no Interrupt)
[ ] Wounded (only Defend or Resist)
[ ] Incapacitated (can do nothing)
[ ] Dead (only with More Deadly option)
Weapon Rank/Description: T# for Crit. Dam. by Armor Rank [U]: [L]: [M]: [H]: [V]: [E]:
Possessions and Notes:
The 5x5 Roll
- Roll 2d6
- Doubles fail and earn Karma Point
- If a 6 is rolled, total is 0. If no 6 (0), multiply roll together to find result.
- Find TARGET # for RANK in table below.
- If result =/- than TARGET # you succeed.
RANK - Un No Ap Jo Ad Ex Ma Gr El Wo Le +
TARGET# - 0 2 3 4 5 6 8 10 12 15 20 +
0 = Unskilled (default)
- = no roll, auto-fail.
+ = no roll, auto-succeed.
(If the Ranks/TNs above have trouble formatting correctly, try copying this one instead: -: -, Un: 0, No: 2, AP: 3, Jo: 4, Ad: 5, Ex: 6, Ma: 8, Gr: 10, El: 12, Wo: 15, Le: 20, +: + )
Last edited June 18, 2021 1:59 pm