Character Sheet:Levelling:*Characters can (technically) starts at any level.
*The maximum level a character can reaches is 25.
There are two possible ways of levelling: QuickwaRPG and Campaign.QuickwaRPG:
When the Adventurer kills an opponent with a Skill rating, make one final roll of the Adventurer's Skill against the opponent's Skill. If the Adventurer's roll is lower, then he "levels up".Campaign:
You gain experience by killing things but also by performing other actions (such as reviving). The experience is calculated from the cp cost of the stuff involved (killing or reviving a 4 cp minifig grants 4 xp) or from the result of a dice roll, whatever seems more appropriate.*Killing a defenseless target (a rock, an unmanned vehicule, a crippled ship,...) does not grant XP.
*Only the value of the destroyed component counts (engines, dakka, HP...).*If more than one unit contribute to the kill/destruction then the XP is distributed equally among the contributors.Experience Bar:
The XP bar is on the left side of the character sheet. Each gold tile represent 1 XP. To level up, stack an amount of experience point equal to your current level on every stud of the experience bar.*Set the length of the XP bar to a number of studs that will fit your campaign needs.*You can reduce the number of xp tiles needed by using a second type that is worth a number of experience points equal to your character's current level. This will also makes the character sheet more manageable especially at higher level.Inventory:
Any object that would reasonnably fit on a belt, inside a pocket or around your neck can be carried in the character belt (6 slots). In the above example, the character is carrying some food, a sword, a grenade and a gun.Money Pouch:
The crate is used to carry your CP (money).Special Ability:
Your character is allowed two special abilities. The flying goggles indicates that this character has the piloting skill (bought at the regular brikwars cost of 1cp).Status Bar:
The right side of the character sheet is the status bar. Conditions (e.g. poisonned) are tracked here.
In this case, the golden cup indicates that this character has reached level 10 and is allowed to perform heroic feat.Stats:
Every time you level up, you can increase one of your stats by one level except at level 10 where you get access to Heroic Feats instead.
Each stat is color coded: Blue = Skill, White = Move, Green = Armor, Brown = HP, Red = +DMG. The sixth row is for supernatural power.
Level 0 - Skill = 1d4 (Incompetent)
Level 1 - Skill = 1d6 (Trained)
Level 2 - Skill = 1d8 (Expert)
Level 3 - Skill = 1d10 (Heroic
Level 4 - Skill = 1d12 (Supernatural)
Level 0 - Move = 5''
Level 1 - Move = 6''
Level 2 - Move = 7''
Level 3 - Move = 8''
Level 4 - Move = 9''
Level 0 - Armor = 1d6
Level 1 - Armor = 1d8
Level 2 - Armor = 1d10
Level 3 - Armor = 1d12
Level 4 - Armor = 2d6
Level 0 - 0 hp
Level 1 - 1 hp
Level 2 - 2 hp
Level 3 - 3 hp
Level 4 - 4 hp*When your character receives one point of damage, add one rounded 1x1 red transparent tile (blood) on a HP of your character sheet. If there's no more HP to be marked, your character dies. Spill blood around his body.
Level 0 - Normal damage
Level 1 - Damage +1
Level 2 - Damage +2
Level 3 - Damage +3
Level 4 - Damage +1d6
Use faces to build the dices of your choice (up to a maximum of four dices).
(1d6 = 6 faces, 1d8 = 8 faces, and so on)
Level 0 - No supernatural power
Level 1 - 10 faces (ex: 1d6+1d4)
Level 2 - 20 faces (ex: 2d10)
Level 3 - 30 faces (ex: 3d8+1d6)
Level 4 - 40 faces (ex: 2d12+1d10+1d6)
Using these six attributes, you get that the average Minifig is level 1:
Skill: 1d6 (1 point)
Move: 5'' (0 point)
Armor: 1d6 (0 point)
And the Hero is level 10:
Skill: 1d10 (3 points)
Move: 7'' (2 points)
Armor: 2d6 (4 points)
Heroic feat (1 point - level 10)
The pictured character sheet is level 12.
As you go along, you loot treasures and are able to buy new gear that also affect your stats (wearing body protection or a helmet can increases your armor).