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  • A turnsheet period represents two months of in game time.
  • You have three major actions1) during this time.
  • Actions with a plan are more likely to go according to said plan; actions where you have relevant qualities, and any other advantages are more likely to be successful.
  • The deadline for turnsheeting each week is Midnight Thursday Evening (that is, midnight between Thursday and Friday). Deadlines are strict—GMs start processing responses on Friday.
    • For week 3 (after the session on 9 May), the deadline will instead be Midnight Wednesday Evening, as we will be having the GM meeting a day earlier to allow most of the team to go to a LARP event.
  • A list of turnsheets for each week can be found on your user page. Follow the link on your page, and then click “Create this page” in order to get started.

How To Turnsheet

Each week, you have the opportunity to submit a turnsheet. The turnsheet represents what your character does in period of time between meetings (this is sometimes referred to as downtime). In character, this period is two months long.


Writing Your Turnsheet

Turnsheets can be found on your user page. If you're new to the wiki, you may want to read the wiki guide to get started.

Major Actions

In each turnsheet, you may take up to three major actions, in which you can put your plans into action. They can be anything you can think of that your character might reasonably do—from a cooperative action with other PCs to get revenge on a particularly annoying guard or do an assigned task, to going off on your own to investigate something or conduct some subtle sabotage, to directly acting against another PC or group of PCs using your wits to set a trap for them, your mechanical skill to break their toys, or your fists to punch them in the face. You don't need to put in an action to do any day-to-day tasks you may be assigned (e.g. kitchen duty, cleaning) unless you're doing something out of the ordinary (generally, if you are specifically assigned a task by a guard in session, this will be out of the ordinary—contact the relevant GM if you are unsure).

We will try to interpret your plan, along with any external factors involved, when adjudicating what happened in your turnsheet response. Telling us what outcome you want is often a good way to be clear about what you're trying to achieve. If you are going along with someone else's plan, then please indicate this—but adding limits to this will probably help if2) someone betrays you. For example “I will follow DinTakKye and do what they say” might result in you getting into trouble if they tell you to go and boop the warden on the nose, but “I will follow DinTakKye and do what they say, so long as it won't attract too much attention” would generally be interpreted in a way which causes your character to not do that.

Generally, anything that hangs together coherently as a single subject can be counted as one major action; even if the plans are vaguely related, two plans may be better turnsheeted as two actions if their scope is widely different—trying to fit in too much in a single action may not give you the results you want. Concise plans that are easier for the GMs to understand and keep in mind when resolving turnsheets are preferable to multi-paragraph epics. Bullet pointed summaries are BIG and CLEVER. We have a lot of players, and only a limited amount of time! If possible, keep plans brief, and remember that longer plans are not the same as better plans. If you repeatedly submit excessively long turnsheets, then we may impose a word limit on your actions.

If you want to ask any questions about actions, please contact the GM team and we'll do our best to help.

Qualities, Resources & People Involved

The most important part of any plan is having the abilities to pull it off. In Redemption, having a quality enables you to rely on a certain range of skills, character traits, or other assets as part of your plan. Simply having an ability is not helpful unless you can exploit it as part of an action. “Throw my Cybernetic Engineering at X problem” is not a plan and won't get you very far, especially if X is not, in fact, some cybernetics in need of repair, but is actually a large canyon. “Use my Cybernetic Engineering to make some extra-jumpy legs, to allow me to leap over the canyon” is better, but is still missing a few things. Positive or neutral qualities which you are relying on for an action should be listed below that action. You can also list negative qualities which you think are likely to come up in that action—this won't change how often your negative qualities hit3), but it can make the GM's life easier.

Resources are things that you may have started with or picked up in play that aren't necessarily represented by your qualities. This might include, for example, a shiv, some ammo, some metal, or an all-terrain rover. “Use my Cybernetic Engineering, the keycard to the foundry, and the suspension springs recovered from the wrecked rover to make some extra-jumpy legs, to allow me to leap over the canyon” is a good plan. Listing any resources below the action is useful, and if they are not listed on your user page already then a quick explanation of how you obtained it will help prevent confused GMs, e.g. “the shiv I received from Antara in turnsheet 2”.

Other people are going to be crucial to your actions. They may help you or hinder you. If you are relying on another character to help you, make sure to note their assistance on your turnsheet. If an NPC has agreed in session to do something for you, note that down as well—we play a few different people, interact with many PCs as each person, and may forget. It can also help if you tell us how you think the other characters are likely to respond—this helps us judge your actions and responses in kind. “Use my Cybernetic Engineering, the keycard to the foundry, and the suspension springs recovered from the wrecked rover to make some extra-jumpy legs, then give them to Kiernan to leap over the canyon so he can get to the back door of the guard house” is an excellent action and your GM will love you for it.

Sample Action

We need to get some ammo, otherwise all our cyberweapons are useless. Ms. Monarch (Bob's NPC) has pointed us to the location of a stash in one of the guard huts. Unfortunately, the front door is heavily guarded, and the back door is across an impassable canyon.

I will use my Cybernetic Engineering, the keycard to the foundry, and the suspension springs recovered from the wrecked rover to make some extra-jumpy legs, then give them to Kiernan (Jack B's character) to leap over the canyon so he can get to the back door of the guard house.

* Cybernetic Engineering (+): to make the cyberlegs
* Connections (Quartermaster, +): the quartermaster has given me the foundry keycard, and can be trusted to keep my presence there quiet

==Other Resources==
* Scrap springs from the rover we salvaged last turn (Liana agreed in session that I could keep them)

==People Involved==
* Kiernan: will be doing the actual jumping and stealing stuff
* Hangri: will be installing the cyberlegs

This action takes into account the qualities, resources, and people you are relying on, gives a clear idea of what you're trying to achieve, and hangs together as a single coherent whole.

Minor Actions

In addition, you have minor actions. Your character may get invited to poker games, assigned some menial chore, or just spend time decorating their cell. Perhaps they need to pass on an item in their possession to someone else. To register that your character is doing this, but without putting in the effort that a Major Action would imply, you can use a Minor Action. A minor action should be possible for the GMs to completely answer with no more than a sentence (and preferably just “you do this”), and should not normally be more than 1 or 2 sentences. Your qualities are not relevant during minor actions (unless you are passing an item quality to someone else)—if it's something hard enough that you need to use your qualities, it should be a major action (or a part of a major action).


The deadline for turnsheets is midnight on Thursday night—i.e. the midnight between Thursday and Friday.

Ideally it would be best if you could resolve your plans for the turn in session, but you can use the period between the end of session and the deadline to correspond with other players via email.

The deadline is strict, for your own benefit as well as ours. Being forced to wait up until 3am so you can finish your turnsheet because some unreliable person didn't email you is not fair. We're planning on having GM meetings on Fridays and need time in advance to prepare, so late turnsheets cut into our time as well.

Please contact the GM team if you believe you have extenuating circumstances (we understand if real life gets in the way sometimes), but please don't expect to be able to hand in your turnsheet late on a regular basis.

Turnsheet Response

We will aim to get a response to your turnsheet to you before session begins each week. These responses will be added to the end of your submitted turnsheet on the wiki. Your GM will email you when they have completed your turnsheet response, but it's worth checking your user page to be sure.

If you have any questions about your turnsheet response, contact your GM before the start of the session and we'll try to clear everything up.

1) TBC
2) when
3) for better or worse
turnsheeting.txt · Last modified: 2017/04/13 22:02 by gm_michael