Section Three: Other important information
Languages spoken & written: How many are spoken. A player may have a maximum level of 5 in any language may be chosen, however no language may be chosen at a greater level than a player’s native tongue. All players are literate at a level which is two less than they speak it at unless they have specific skills (writer or scribe) which increase this. Which languages are available will depend on the location of the campaign start and the origins of the characters and will be given in the Appendix for that area. Most people will only speak their own language, any common trade language and possibly a neighbouring tongue or two. They should not (unless there is a special reason such as high education) have access to rare or distant languages. The GM should exercise their discretion and veto ‘unsuitable’ language choices.
Bonuses etc: These are derived from IQ and the prime requisites as well as the character’s level (see rolling up).
Weapon: Each player will start with certain weapons, which they may or may not be able to use. This area of the character sheet lists the weapons they can use. Included here are any ability in riding and their ability to use shields, both of which employ weapons skill points (see next).
Weapon or transport form: These are obtained while growing up, by gaining levels or through training. They need to be allocated to weapons, or to riding or other forms of transport, or to shield use. This is where a person keeps track of the number of points allocated to different items.
The boxes marked ‘(+) or (-)’: After skill points are allocated, and after any additions of minuses due to physical ability are known then it is possible for a person to calculate their character’s bonuses with a particular weapon style. Thus a character who has +6% to hit due to strength, but who has only allocated 1 weapons point to sword (and thus has a ability due to training of –3%) will end up putting +3% in this box.
‘Proficiency’: This is the place on the character sheet where various abilities that are derived from skills or are inherent in a character’s career choices (such as move silently at 15% or track at 20%) are recorded. It is essential to keep track of these as they are often vital for play.
BAPH: This is where a player records their character’s Biology, Alchemy, Physics and History scores that may have been generated by choosing certain skills.
Maximum weight carried: A character can carry certain amounts and still move at the different speeds listed. The amount that can be carried is a function of the weight of the character and their strength and is a part of the roll-up process (more on this later).
Light: If any character is carrying less than the amount that is calculated for this box then they walk as if lightly encumbered. They may perform any action they wish while moving. Note that they can run at twice this rate. While running they can perform very few actions. Some of these might be communicating, striking out in a charge or grabbing at something. In the final analysis it is at the DMs discretion what these may be.
Heavy: If the character is carrying more than their ‘light’ weight and less than the amount listed here they can move as if heavily encumbered. Again, they can run at twice this.
Armoured: Similarly if they are carrying up to this weight they can move as if fully armoured. A character may carry up to twice this weight at half this speed, but may not do anything apart from carry the weight and move.
Missile range & damage: Most characters will have some sort of missile weapon. This could be a bow, a sling, a thrown weapon or something else. How far these will travel will depend on the strength of either the wielder or of the weapon itself. Almost all missile weapons do more damage to a target at closer ranges. Thus it is essential to note in the boxes marked ‘Short’, ‘Medium’ and ‘Long’ the ranges these apply to and the damage the weapon does at that range. Note that some characters might choose to have two or more sets of this information (for instance an archer who uses both normal and bodkin headed shafts) in which case they may need to note more information in the ‘notes’ section.
Mana per day: This is of interest only to mages and religious characters and is the place to note the amount they have available at the start of a day after rest. This amount will increase steadily with changes in level.
Money held: This section is intended for players to keep track of their money. They should record not only their total amount, but also which particular coins they have about them in various locations. This may be important in terms of weight, but is definitely important in case of a tear in their purse or pickpockets. Some usual coin types are listed together with their value in dollars/ fiorino or what ever is ‘1’ in local currency.
Learning / Teaching: Players should use this space to record what skills or knowledge they are currently learning or teaching, who this is with, and how long they have been doing it.
Other Notes: Quite obviously this is where the player record any notes they may have on anything else of interest about their character. Usually this is about background.
Major Possessions: This section should be for any important items that a character owns. There is space for the weight of the item, its quality and any notes (such as magical properties or where it came from).
Other Possessions: This is briefer than provided for major possessions, but still gives space to record the item, its weight and its quality. Note that if an item is not listed here (and accounted for with its weight) then it should not be allowed to be ‘magically’ produced with an ‘of course I have one of those’.
Every character rolled up has one free item which represents their inheritance or something they have found or stolen. The value of this item will vary according to their starting location and their social standing. It is up to the player to request an item. The less valuable this item is, the more likely it is that they will get it. The DM should use their discretion extensively here to keep the game balanced.
Be careful about being too generous, but just because a runaway slave has rolled up a two-handed blade of superior quality and +12% to hit with major magical powers and a name does not mean they should not get it. What you have just introduced is a plot element as the former owners (and possibly its creator) strive to regain possession. Give the blade a suitable name (for instance ‘Doom of Nations’) and the party will then have many fun encounters as they work out how to handle its possession by one of their members. This is particularly fun if one of the group has the skill of lore and has identified the blade – possibly even before its current owner.