PLAYER NAME =
CAMPAIGN =
CHARACTER NAME =
CLASS =
LEVEL =
ALIGNMENT =
PATRON DEITY(S) =
PLACE OF ORIGIN =
RACE =
RELIGION =
Alignment of =
ABILITIES
S = | HIT ADJ = | DAM ADJ. = | WT ADJ. = | OPEN DOOR = | BEND BARS = |
I = | ADD. LANG = | % KNOW SPELL = | MINIMUM # SPELLS/LEVEL = | MAXIMUM # SPELLS/LEVEL = |
W = | MAGICAL ATTACK ADJ. = | SPELL BONUS = | % SPELL FAILURE = |
D = | REACTION ADJ. = | MISSILE ADJ. = | DEFENSE ADJ. = |
C = | HIT POINT ADJ. = | SYSTEM SHOCK = | RESURRECT SURVIVAL = | # OF TIMES RESURRECT = |
CH = | MAXIMUM # OF HENCHMEN = | LOYALTY BASE = | REACTION BASE = |
SAVING THROW ADJUSTMENTS
+/- | CONDITION |
- | - |
- | - |
- | - |
- | - |
MOVEMENT
NORMAL =
--Speed versus Encumbrance--
HEAVY (x 3/4) =
LOADED (x 1/2) =
MAXIMUM (x 1/4) =
VISION =
RESISTANCES =
PSIONICS
ATTACK STR. / DEF. STR =
ATTACK MODES =
DEFENSE MODE =
MAJOR DISCIPLINES =
MINOR DISCIPLINES =
DETECTION =
LANGUAGES =
COMBAT
WEAPONS OF PROFICENCY
# =
NON-PROFICIENCY PENALTY =
COMBAT ADJUSTMENTS
TOTALS
"TO HIT" ADJ. =
DAMAGE ADJ. =
+/- | CONDITION |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
SURPRISE =
DEX. ADJ. =
DEFENSIVE ADJ.
DEX. ADJ. =
MAGICAL ADJ. =
WEAPONS
WEAPON | MAG. ADJ. | SPACE REQUIRED/RANGES | SPEED | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | DAMAGE VS. SIZE, S-M/L |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
HIT POINTS =
CONST. ADJ. =
HIT DIE TYPE =
HIT POINTS GAINED PER LEVEL
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | + |
- | - | - | - | - | - | - | - | - | - | - | - |
SCARRING AND MAIMING
INJURY | DATE | EXPLANATION |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
DESCRIPTION
BIRTHDAY =
SEX =
HEIGHT =
WEIGHT =
GENERAL APPEARANCE =
DISTINGUISHING MARKS =
MANNERISMS =
COLOR OF HAIR =
COLOR OF EYES =
SOCIAL CLASS (IF ANY) =
STANDING (IF ANY) =
THIEVING SKILL ADJUSTMENTS
PICK POCKETS =
OPEN LOCKS =
REMOVE/FIND TRAP =
MOVE SILENTLY =
HIDE IN SHADOWS =
HEAR NOISE =
CLIMB WALLS =
READ LANGUAGE =
FAMILY SYMBOL, SIGN, OR BLAZON =
CHARACTER SKETCH =
BUSINESS SYMBOL, SIGN, OR BLAZON =
PARENTAGE =
FAMILY =
BRIEF FAMILY HISTORY =
FAMILY ALLIES =
FAMILY FOES =
FAMILY LAND HOLDINGS OR BUSINESSES =
PATRON =
CONDITIONS OF PATRONAGE =
WEAKNESSES/FEARS =
DESIRES/LOVES =
HATRED/FOES =
LOCALES FREQUENTED/RESIDENCE
WHERE | NOTES |
- | - |
- | - |
- | - |
- | - |
RELATIONS AND FOLLOWERS
# | NAME | RELATION | CLASS/POSITION | LEVEL | RACE | SEX | BIRTHDATE | LOCATION | NOTES |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - |
SPELLS IN SPELLBOOKS, WEAPONS & ARMOR, MAGIC ITEMS, TREASURE, PROPERTIES OWNED, ANIMAL COMPANIONS, AND OTHER POSSESSIONS =
DEBTS/OBLIGATIONS
RECIPIENT | CONDITIONS | DATE FULFILLED |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
- | - | - |
EXPERIENCE
Adjustment | New Total |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
INVESTMENTS
INVESTMENTS | VALUE | CONDITION | INCOME |
- | - | - | - |
- | - | - | - |
- | - | - | - |
RESIDENCE =
RESEARCH
TOPIC | INVESTMENT | TIME | SUCCESS DATE |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
HIGHLIGHTS OF CHARACTER'S LIFE & PREVIOUS ADVENTURES
DATE | DETAILS OF EVENT |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
- | - |
TITLES GRANTED/CRIMES ACCUSED OF =
CHARACTER TRAITS/FAVORITE TACTICS =
LAST WILL AND TESTAMENT =
I, =
DO HEREBY =
DATE =
SIGNATURE =
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Notes:
1. Scarring and maiming. See the edged weapon rule (6+)
in the WSG. In theory, any time someone takes this kind of damage, then
they get a scar.
2. Investments: Simple rules for this are needed. Cf. the merchant
class, and, failing that, search 3e (ea.). As well, remember the rules
for businesses in Dragon 113.
3. Inheritance: There are
simple rules for this in OD&D.
4. Patron deity & Religion: To clarify this, I would say that patron
deity = deity, and, religion = pantheon.
>