The Character Sheet....Explained

*****Each number below refers to a corresponding entry on the character sheet. Please use this key as a reference for questions.*****

1 – Players Name:  This is where you put your name.

2 – Name:  This is where you put the name of your character.

3 – Class:  Choose the profession that you character will be: (Fighter, Ranger, Mage, Thief, Bard, or Charlatan).

                If you choose to be multi-classed then you list all the classes separated by a slash (‘/’)

                Ex. Class:  Fighter/Mage/Thief

4 – Race: Choose the species that the character is a part of: (Human, Elf, Dwarf, Ogre, Orc, Centaur, Halfling)

                Halflings are NPC races only!
                No Half Elves/Dwarves/Orcs/Ogres, the races are genetically incompatible.

5 – Alignment: The way your character looks at life in general.

Lawful Good

Neutral Good

Chaotic Good

Lawful Neutral

True Neutral

Chaotic Neutral

Lawful Evil

Neutral Evil

Chaotic Evil

6 – Level: This is the measure of the characters skill within his chosen profession, the range for this depends up on the requirements set forth in the PBEM.

7 – AC: Armor Class is a rating of the amount of protection the character has.  The base is 10 with no protection.  The more protection a character has the lower the number becomes.

8 – HP: Health Points are a measure of  how healthy a character is.  The more damage/injury a character takes the lower this number will be.  This number will depend upon the characters class and level.

9 – PR: Prime Requirement(s) is the main ability focus of the characters class.                      

Fighter – Strength 
Mage – Intelligence
Thief – Dexterity
Priest/Cleric – Wisdom
Bard – Dexterity and Charisma  
Ranger – Strength, Dexterity, and Wisdom
Charlatan – Intelligence, Dexterity, and Charisma

10 – EA: Experience Adjustment is a bonus that a character receives when its ability scores are 16 or greater in all of its Prime Requirement abilities for its class.  If they have the required scores it gives a 10% bonus to all experience earned.

11 – EXP: Experience is a measure of how much a character has learned in all of its travels and adventures.

12 - Abilities: This is where you define the limits of what your character can do.  All ability scores for players fall in the range of 1 to 18, with score for the average person being in the range of 9 to 13.  The higher the number the better the score.

                Strength is a rating of how strong the character is, the stronger the character the more damage he/she can do to an opponent, the more they can carry and they have a better chance of pulling off amazing feats of strength, such as bending iron bars.
  Dexterity is a rating of how agile a characters' body is and how nimble they are with their fingers.  The better the dexterity, the better a characters chances at dodging an attack, picking a lock or climbing a wall. It often indicates the level of hand-eye coordination, balance and reaction speed.
  Constitution is a rating of how physically tough a character is.  The higher the rating the stronger the stuff the characters is made out of, which could give them bonuses to the health point rating when they gain new levels above and beyond what they would normally gain making them even tougher.
  Intelligence is a rating of how book-smart a character is and also indicates their potiential for deductive reasoning and mental agility.  The higher the rating the better the character is at picking up things like languages and magic spells.
  Wisdom is a rating of how world-smart a character is when it comes to picking up on things that are more people, emotional, and situational related rather than strictly logical.  With a higher rating characters can gain bonuses to defending against certain spells that attack the mind as well as to correctly interpret ones instincts.
  Charisma is a meaure of a characters beauty, appearance, manners, social grace, and personality. It gives an overall impression of what kind of affect the characters presence has on other people and animals.

13 - Saving Throws: This is where the characters resistance to various kinds of attacks other than those that do just straight damage.  If the character fails their saving throw then they will feel the full effects of whatever attack they fell victim too.  If the character makes their saving throw they will feel at most half the effects of the attack or avoid any affects altogether.  The higher the saving throw the more likely they will be unable to resist the attack.  These are influenced by a characters level within a their chosen class.

  PPDM: Paralysis, Poison, or Death Magic - This is the measure of the characters resistance against various spells or potions that may paralyze the character, weaken and/or through poison, or death through via instant kill runes.
  RSW: Rods, Staff, and Wands - This is the measure of the characters resistance against harmful magic summoned by way of an item.
  PP: Petrification or Polymorph - This is the measure of the characters' resistance against runes that may turn the character into stone or against their will, runes that will change them into another creature completely.
  BW: Breath Weapon - This is the measure of the characters' resistance and ability to protect themselves from an attack by creature who can exhale various substances that may be harmful to the character.
  SP: Spell - This is the measure of the characters resistance to a spell directed at the character that has effects other than those that do straight damage or attempt to kill outright.

14 - System Shock: This is the measure of how well a character can survive a single massive attack that causes 50% or more total damage without going into shock and ignore their surroundings.

15 - Resurrection Survival:  This is the measure of how well a character can survive the attempt to bring him from his eternal resting place back to life.  If this fails however the character is forever lost.

16 - Chance to Learn Spells (CLS): This is a measure of the chance of a magus has to learn a new rune.  This is determined by the Intelligence attribute.

17 - Money: The currency with which characters buy equipment, food, drink, and bribes.

  Platinum: Fairly uncommon except amongst long time adventurers, merchants and noblemen.  Value: 5 Gold
  Gold: An adventurers staple, this uncommon metal is the standard by which most things are valued.
  Electrum:  This very uncommon coin is an impure mix of gold and silver making.  It is not often used.  Value 1/2 Gold
  Silver:  This fairly common metal coin sees great use and is more often used by new adventurers, peasants and merchants. Value: 1/10 Gold
  Copper:  This prolific metal coin is the staple of many a peasant who needs are merely survival level.  Not often used amongst nobleman and the richer merchants, but any adventurer will have a large stash of them..  Value: 1/100 gold

18 - Gems: Various pretty stones and bits of glass collected by adventurers and dwarves that actually have value based on their quality, attractiveness and how common they are.

19 - To Hit Armor Class 0 (THAC0): This is a measure of the characters base fighting ability against a creature/person with some kind of personal protection.  This number is based on the characters level within their class and can be modified by high dexterity, high skill, or magic.

20 - Racial or Special Class Granted Abilities: These are bonus/penalties/extra skills associated with a characters' chosen class, their attributes, the characters chosen species.

21 - Non Weapon Proficiencies (NWP) describe the skills that a character may have that are not tied down to a specific kind of weapon.  Most NWP skills are non battle related and apply to skills that a character could use to gain a job to make cash or open up a business.  A characters level within their class and their intelligence determines the number of proficiency slots a character has.  Languages are considered proficiencies, but a character can not learn more languages than their maximum.  Gaining the proficiency means that the character has a greater chance of success when performing that skill.  There is a chance of failure but it is diminished.  Multiple slots may be dedicated to a single proficiency, this allows the character to gain bonuses when performing that skill.

22 - Weapon Proficiencies (WP) describe the skills that a character has when using one or more weapons.  The number of WP slots a character has is determined by the characters level within their chosen class.  A character may devote more than one WP slot to a specific weapon group this is called specialization.   Specializing in one group gains bonuses to THAC0 and bonuses to damaging opponents when the character uses the weapon.  The more slots used the greater the bonuses.  A character may use a weapon they are not proficient in but chances are they will do more damage to themselves than to any opponent.

23 - Equipment Carried is broken into two categories normal items and magic items.  The "normal" items are any items that the character uses (including clothing) or owns that has no magical properties at all.  Holy symbols fall into this category as they are only focusing points for the priest prayers, and proclaims of the priests' faith.  However should someone attempt to desecrate the symbol of the priest the god or goddess will exact some minor retribution and restore the symbol.  Magic items are then any item enhanced, enchanted, or otherwise embued with the magical energy of the rune flows.  Charlatans special items are listed under the magical column.

24 - Scroll List or Magic Item Description: This is where magi list what runes they have scribed down on their scrolls and/or a detailed description of special magical items that the character may possess.

25 - Spell book (magi & charlatans only): This is a list of the various runes/contraptions, that a magus/charlatan will have access to.  Magi must memorize these runes to use them.  Charlatans always have access to their "spells" as long as they have the spell components.

26 - Character Description is where detailed information on what the character physically looks like, what their mindset is, where they've come from and a brief summation of what their life has been like to date.  It also contains the strategies the character will use should they suddenly have to enter combat or the character is in combat but the player cannot respond do to outside influences.