Professional Documents
Culture Documents
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INTRODUCTION
Why Role-Play?
Newly-met companions become fast friends and
encounter wondrous peoplesBold adventurers join wits to
explore spectacular worlds, using strange powers and
amazing devicesHeroes and heroines realize their destinies
while solving complex intrigues and confronting chilling
evil
Terminology
For novices, and so that we have a common frame
of reference, heres how I understand the following
words:
Campaign-the combination of a particular adventure setting
and a group of characters over a specific period of time.
A campaign world exists in the G.M.s notes and players
imaginations, and may continue through different groups
of players and characters.
Game Master (G.M.)-often the creator of a particular set of
campaigns, he or she is responsible for devising,
describing, and running scenarios for the P.C.s. In
AD&D2, the term is Dungeon Master (D.M.).
Non-Player Characters (N.P.C.s)-the G.M.s extras, they
provide a variety of fictional individuals for the P.C.s to
meet, befriend, or fight.
Party-the group or team of P.C.s that travel through a
campaign universe and interacts with the G.M.s
scenarios. Player groups also are often described as
parties, but groups common to several campaigns should
be described as a player pool.
Player Characters (P.C.)-the imaginary persona created by
each role-player who adventures within a given
campaign. P.C.s usually work together and are quantified
and described on Character Record Sheets. P.C.s
backgrounds and (mis)adventures often are recorded in
journal form.
Role-Playing-the activity of pretending to be someone else,
for entertainment or training purposes. Role-playing
games may be of any genre (Fantasy, Science Fiction, et
cetera), and are related to, but different from, board, card,
computer, and war games.
Rules System-the statistical and storytelling architecture of
most games. They often require rolling of dice for
random results of skill use and combat. I generally prefer
AD&D2 and GURPS because most of my players know
them and because they fit my campaigns.
page 1
Settings
Campaigns by Genre
high fantasy-AD&D2 VANISHED LANDS
alternate history (steampunk)/fantasy-GURPS GASLIGHT
GRIMOIRE (G3), GURPS STEAMPUNK 2000
espionage-UNITED NATIONS TASK FORCE
comic book superheroes-GURPS SUPERS: the S.J.I.
History
Timeline
1968-Born in Manhattan, New York City.
1970-Moved to Kingsbridge Heights in the Bronx.
1973-Younger brother Peter G.L.J.D. born.
1977-STAR WARS opened in theaters
1979-Moved to Yonkers, Westchester County.
1982-Received J.R.R. Tolkiens classic fantasy trilogy The
Lord of the Rings as a graduation present from
grandfather; cowrote The Zarkonian Bomb; received
Dungeons and Dragons from parents for Christmas.
1982 to 1986-Attended Archbishop Stepinac High School in
White Plains, New York.
1983-Began running the VANISHED LANDS.
1986-Wrote original rules for VORTEX while visiting family
in the Philippines.
1986 to 1990-Studied political science at the State University
of New York at Binghamton. Played in numerous
campaigns with Bellevue-Camelot and Falcons
Nest.
1988 to 1991-Collaborated in running Top Secret: SI,
SHADOWRUN, and D.C. HEROES.
1990-Began dating Janice L. Manwiller.
1990 to 1991-Was Project Coordinator for the New York
Public Interest Research Group, Inc. chapter at Queens
College of the City University of New York.
1991 to 1993-Studied for M.A. in International Relations at
the George Washington University in Washington, D.C.
Converted to GURPS SUPERS.
1992 to 1997-Collaborated in running VOYAGERS II.
1993 to 1999-Worked at the Bureau of National Affairs, Inc.
and recruited many capital area role-players.
1995-Married Janice L.M. in Pennsylvania. My parents and
friends from college moved to Northern Virginia.
1998 to 1999-Began GURPS GASLIGHT GRIMOIRE
(G3).
1999-Moved to Boston suburb of Somerville, Massachusetts.
2000-Moved to Norwood. D&D 3rd Ed. released.
Role-Player Cohorts
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)
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Game Time
1982 to 650 B.C.E.-The AD&D2 VANISHED LANDS.
Current year: 1232 B.C.E..
1789 to 1939 A.D./C.E.-GURPS GASLIGHT GRIMOIRE
(G3). Current year: 1890 A.D./C.E.
1939 to 2050-GURPS SUPERS, UNITED NATIONS TASK
FORCE, and GURPS STEAMPUNK 2000. Current
year: 1999.
2050 to 2150-SHADOWRUN, GURPS IMMORTALS.
Current year: 2089?
2150 to 2500-GURPS VORTEX. Current year: 2196.
2200 to 2800-GURPS VOYAGERS II. Current year:
2872
Sourcebooks
Scheduling
I generally prefer biweekly meetings of about six
hours each plus a meal. Depending on the size and
interest of the group, weekend sessions can be
supplemented by solo adventures, one-shot scenarios,
and play by e-mail. I also encourage rotating hosting
duties.
Systems
Genes Rules
For Role-Players
1. Feed the Game Masterplease bring munchies or money
for food to share.
2. Its only a gameit should be fun for everyone in it.
3. Distinguish between your voice and the Player
Characters personae. Use the latter in the game.
4. Even if the P.C.s arent working together, role-players
always should cooperate.
5. Every P.C. is unique; personality is more important than
statistics.
6. The rules and sourcebooks are only guides; imagination is
more important than dice rolls.
7. Creativity and patience are rewarded within the campaign
rather than by mere power increases.
8. While enthusiasm and humor are necessary, cross talk is
to be discouraged.
9. Experience points are distributed between sessions, based
on attendance, cooperation, notes, participation, and
imaginative role-playing.
9. Please keep your P.C. records and notes up-to-date and
provide copies to the G.M. They will be shared with the
rest of the party at the G.M.s discretion.
10. G.M. rulings will be made as questions come up, but final
decisions will be made between sessions.
page 2
CAMPAIGN
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Settings
Genre
Summary
Past Scenario Locations
History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: The Paragon/Twilight
1995 to 1997: VOYAGERS II/Arth
1997 to 1999: Full Circle/G3
1999 to ?: Boston
Game Time
Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races
Variant Campaigns
Timeline
Rules
Tech and Power Levels
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History
The VANISHED LANDS is my oldest setting.
While over 300 Player Characters have explored the
strongholds and wilderness, much remains to be
discovered
Gaming Groups
1982-began playing Dungeons and Dragons
1983-began creating the VANISHED LANDS as Dungeon
Master
1983 to 1986-Player Character parties A through E (A.
Stepinac H.S.); converted to AD&D2
1986 to 1987-Parties F through H (SUNY-Binghamton
freshman floor, Hughes Hall)
1987 to 1988-Parties I through K (Bellevue-Camelot)
1988 to 1990-Parties L through P (Falcons Nest)
1990 to 1991-Parties Q through U (NYPIRG at Q.C.-CUNY)
1993 to 1995-Parties V through X (B.N.A./The Paragon)
1995 to present-A and B Teams (John Z.G.s AD&D2 Greyhawk)
2000-Dungeons and Dragons Third Edition released.
Game Time
c. 1982 B.C.E.-Ruulok slower-than-light generation ship
crashes, marooning crew and slaves on ancient Earth. The
Chaldean city of Ur is sacked, ending the first true human
urban settlement. Minoan Crete flourishes.
c. 1950-Extraterrestrial genetic engineers modify castawaus to
be more humanoid and to be able to eat Terran food.
Certain subspecies escape and become the folk of myth.
page 4
Systems
Game Master Collaborators Reinaldo Class, Jr.;
John Flynn; John Z. Gianopoulos; Bill A. Recker; Dexter V.
Hailey, Sr.; Stuart C. Gerchick; Steve Merr; Jon W. Pate
Rules and Required Sourcebooks
AD&D2 Players Handbook
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Optional Texts
AD&D2 Core Rules CD-ROM, Version 2.0
race and class handbooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I; Conan;
Fantasy Bestiary; Fantasy Folk, 2nd Ed.; Grimoire; Low
Tech; Magic, 2nd Ed.; Psionics; Religion; Warriors;
Wizards
RoleMaster, by Iron Crown Enterprises/Hero Games
Power Levels
Starting Character Points: 155, including 50
Disadvantages and 5 Quirks, plus Racial Packages
Tech Levels
Available Species/Races
Dwarves-Hill, Mountain (Deep), Korubokuru (Eastern),
Sundered (Gully and River), and Gray (Duergar)
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Systems
Game Master Collaborators Tim M. Ballew
Rules and Required Sourcebooks
Settings
Genre alternate history (steampunk)/fantasy
Summary--In one reality, the strange majicks and
demihuman races of the [AD&D2] VANISHED LANDS
never disappeared, instead spreading over the globe. By
the Steam Age, human history had unfolded much as in
our universe, but adventurers faced different challenges
as nationalism, science, and mysticism competed
Past Scenario Locations
Boston, Smoky Mountains of Tennessee, Oklahoma Territory,
New Orleans, Gulf of Mexico, Yucatan Peninsula,
Mexico City, San Diego, Honolulu
China, Egypt, and Greater Britain?
Optional Texts
AD&D2 Ravenloft: Masque of the Red Death
Castle Falkenstein, by R. Talsorian Games, Inc.
Deadlands: The Weird West, by Pinnacle Entertainment Group
GURPS Character Assistant, Version 2.12
GURPS Cliffhangers; Espionage; Fantasy Folk, 2nd Ed.;
Grimoire; High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd
Ed.; Martial Arts, 2nd Ed.; Old West; Psionics;
Swashbucklers, 2nd Ed.; Vehicles, 2nd Ed.; Wizards
Space 1889, by Game Designers Workshop
History
Gaming Groups
1995 to 1997: Tim M.B.s GURPS Arth
1997 to 1999: G3
1999 to ?: Boston
Available Species/Races
Beast-kin-Bear Men, Centaurs, Leonines (Sphinx), Lynx
Game Time
1790 A.D./C.E.-United States Constitution is signed.
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Timeline
1939 to 1945-World War II
1945-Rather than ending the parallel universe, magic
and demihuman races continue to coexist with
technology, which develops without the vacuum
tube.
1945 to 1989-the Cold War
1948 to 1952-Korean War.
1969-Construction begins on Moonbase Alpha. Life
discovered on Mars.
1974-U.S. President Richard M. Nixon resigns after
Watergate scandal reveals his cohorts used
necromancy to discredit political rivals.
Rules
GURPS Technomancer
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Systems
Game Master Collaborators Stuart C. Gerchick,
Steve M. Rothandler
History
Gaming Groups
1987 to 1988-First played Marvel Superheroes and 1,000
Point with Bethany S./Eve T. in X-the Next
Generation.
1988 to 1990-CoGame Mastered D.C. Heroes with Stuart C.G.
and Top Secret: SI with Dexter V.H., Sr. Devised the
S.J.I. and U.N. Task Force.
1991-Ran one-shots of D.C. Heroes in Queens.
1991 to 1993-Visor and the Seer (see below); converted to
GURPS Supers.
1993-Batman: the Animated Series premiered on
television.
1993 to 1995: Twilight
1996: Ran Twilight reunion one-shots.
1999 to 2000: Ran the GURPS Supers: EMPIRE CITY play
by e-mail game.
Game Time
c. 1920 to 1950 A.D./C.E.-Early metahumans work covertly as
urban vigilantes, soldiers of fortune, and spies.
c. 1950 A.D./C.E.-The last descendants of the Ruulok slaver
are detected and picked up by alien scout ships. Alien
experiments and industrial accidents result in metahuman
manifestations. The Cold War begins and the Golden
Age of Science Fiction.
1988-X-the Next Generation secret mutant teams.
1989-The Societe de Justice Internationale founded outside of
Paris, France, by secret order of the United Nations
Security Council. The Cold War ends. Tim Burtons
fictionalized documentary film Batman is popular.
c. 1991-Total metahuman population of Earth=150.
1992-New York City recognized as having the most mutants
per capita.
1994-American anti-mutant hysteria sparked by mysterious
murders. Visor and the Seer become the first publiclyknown costumed heroes on the West Coast (Bones Must
Die, The Liberation of Birkomax 5, and Bay City
Gangwars). Evil metahuman groups form.
page 8
Optional Texts
Champions, by Iron Crown Enterprises/Hero Games
D.C. HEROES, Third Edition, West End Games
GURPS Character Assistant, Version 2.12
GURPS Atomic Horror; Cliffhangers; Espionage; Grimoire;
High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd Ed.;
Martial Arts, 2nd Ed.; Psionics; Special Ops, 2nd Ed.;
Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles,
2nd Ed.; Wizards
Marvel Superheroes, 2nd Ed. and Saga Rules, TSR/WotC,
Inc.
Available Species/Races
Alien exiles (see GURPS VORTEX)
Beings from alternate universes (see GURPS GASLIGHT
GRIMOIRE and GURPS STEAMPUNK 2000)
Timeline
Past Scenario Locations: Antarctica, Eastern Europe
1988 to 1989-Collaborated in running Top Secret: SI.
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Rules
Game Master Collaborator: Dexter V. Hailey, Sr.
Required Sourcebooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I;
Espionage
Optional
Top Secret: SI 2nd Ed., TSR Inc.
GURPS Character Assistant, Version 2.12
GURPS Cliffhangers; Cyberpunk; High Tech, 3rd Ed.; Martial
Arts, 2nd Ed.; Operation Endgame; Psionics; Special Ops,
2nd Ed.; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2;
Vehicles, 2nd Ed.
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GURPS VOYAGERS II
Settings
Genre time/dimension travel
Summary The infinite alternate realities of the
multiverse beckon to those brave enough, or powerful
and foolhardy enough, to venture past the boundaries of
comprehension. Varied times and worlds hold stunning
secrets and appalling foes
Systems
Game Master Collaborators Carlo Rosignoli;
Dexter V. Hailey, Sr.; Stuart C. Gerchick; Steve M.
Rothandler, Esq.; Erik B. Lutwin, Esq.; Jon W. Pate; Tim M.
Ballew; Jim J. DiBenedetto
History
Gaming Groups
1982 to 1983-Bill B. and Eric B. run The Five
Doctors scenario for the Doctor Who RPG.
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1991 to 1993: Erik B.L. runs Death to Cylon:
Galactica 2015/Time Knights: Adventures in the
Dimension Corps and Steve M.R. runs GURPS
VOYAGERS II for the first time
1995 to 1997: VOYAGERS II
1997-Jim J.DB.s GURPS Borrowed Time;
Stargate: SG1 premieres on U.S. television.
2000: Steve M.R.s role-play by e-mail
Game Time
2015 A.D./C.E.-In an alternate universe, transdimensional
conflict and the return of Yennai warriors change one
Terran Solar System
2865-The Scepter of Might is recovered by agents of the
Dimensional Corps; Hourglass Imperium agents
encountered.
2866, March (c. 2077 local time)-New recruits sent to Denver,
Colorado, in a Cthorr-infested Earth (c.f. GURPS War
Against the Cthorr).
November (December 1588)-Team investigated alien
abductions of colonists and natives from a Roanoke
Island and retrieved fellow team.
December (December 1994)-Voyagers foil Hourglass
Imperiums political interference in a tense Boston
abortion controversy.
2867, January-Two groups sent to the Vanished Lands (1233
B.C.E.) and to Viet Nam (4 July 1968)/Riverworld.
February-Team A made noninterference treaty with Ke Tan Ito
at his Astral citadel, then closed a dimensional gate. It
then turned a Luke Skywalker from the Dark Side of the
Force at the end of a galactic civil war. Team B was
killed pursuing a senior Voyager in Viet Nam, then raced
against Hourglass operatives to build armies in
Riverworld (c.f. GURPS Riverworld).
July (January 2010)-Voyagers sent to a decayed city of Detroit
to find Tarolyn Winters in her dreams, and save her.
August (537)-Operation Avalon: Joint party retrieved and
escorted Artorius (King Arthur) from a post-Roman
Britain to late Terras hour of greatest need
October (November 1994)-Voyagers investigate the
oppression of an alternate Birkomax 5 by warped
metahumans.
page 10
Optional Texts
GURPS Character Assistant, Version 2.12
GURPS BioTech; Black Ops; Cyberpunk; Espionage; Fantasy
Folk, 2nd Ed.; High Tech, 3rd Ed.; Illuminati University
(IOU); Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Psionics;
Robots; Space, 2nd Ed.; Technomancer; Timeline; Ultra
Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd Ed.
GURPS historical and fiction sourcebooks
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GURPS VORTEX
Settings
Genre space opera (science fantasy)
Summary In one future, humanity has begun to
colonize the Sol system, but environmental degradation,
population pressures, and internecine warfare remain.
The simultaneous discovery of ancient mystical powers
and open and official First Contact with alien societies
threatens Terras very survival. Some unlikely heroes
rise to the challenges
History
Gaming Groups
1977-Star Wars opened in theaters.
1978-BATTLESTAR GALACTICA premiered on
television.
1982 to 1983-Collaborated in writing The Zarkonian
Bomb, an amateur Science Fiction movie script.
c. 1984-Began writing The Adventures of Jason
Delmar
1986-Wrote original VORTEX role-playing rules while
visiting family in the Philippines. Playtested in
Yonkers and Binghamton.
1987 to 1989-Collaborated in running SHADOWRUN with
Ken P.S.
1991-Ran Visor and the Seer and collaborated in
VOYAGERS II using VORTEX rules before
converting to GURPS.
1996 to 1997-Game Mastered Collateral Damage
Incorporated/Full Circle in Washington, D.C.
1998-Farscape premieres on U.S. television.
Game Time
Circa -140 to -40 G.E. (Terran Galactic Era)-The Archaic Era gives
way to the Cyberpunk era [see SHADOWRUN below]: Small,
idealistic metahuman groups are supplanted by more common
Cyborg mercenary organizations. Near humans granted some
civil rights.
-The development of bionics, Virtual Reality, and true neural
interfaces results in the growth of cyberware and C-space. True
Artificial Intelligences arise and advances in genetic engineering
lead to Andies and Synths. Secret orders of Mystics
consolidate through the hidden war.
-Wars result in the devastation of large parts of the Middle East and
South Asia; terrorists destroy cities in other parts of the world.
Nation-states decline in relative power as megacorporations and
regional governments rise in influence; the United Nations
collapses.
-EcoCrises I and IIenvironmental degradation from human
activities results in global climate change, mass extinction, and
famine. Fossil fuel reserves begin to be depleted, eventually
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Systems
Game Master Collaborators Peter G.L.J. Demaitre,
Jon Bochnik, Bill Bochnik, Carlo Rosignoli, David I.
Schwartz, Steve M. Rothandler, David A. Hacker
Timeline
Optional Texts
GURPS Character Assistant, Version 2.12
GURPS BioTech; Cyberpunk; Espionage; Fantasy Folk, 2nd
Ed.; Magic, 2nd Ed.; Martial Arts, 2nd Ed. Mecha
Psionics; Special Ops, 2nd Ed.; Religion; Robots;
SUPERS, 2nd Ed., Revised; Technomancer; Terradyne;
Traveller
Far Trader
First In
Star Mercs
Rules
Required Sourcebooks:
SHADOWRUN Third Edition, FASA Games Inc.
GURPS Basic Set, 3rd Ed., Revised
Compendium I
Cyberpunk, 2nd Ed.
optional:
GURPS Character Assistant, Version 2.12
GURPS Autoduel; BioTech; CthuluPunk; Cyberworld;
Espionage; Fantasy Folk, 2nd Ed.; Grimoire; Magic, 2nd Ed.;
Martial Arts, 2nd Ed.; Special Ops, 2nd Ed.; Technomancer;
Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd
Ed.; War Against the Cthorr; Wizards
Available Species/Races
Gustrall-antlered flightless orange-furred warriors
Humans-Terran, Martian, and Spacer
Nethians-blue-shelled insectoid explorers
Olvar-arboreal mammal-like pranksters and mystics
Ruulok-heavy-gravity reptilian merchants
Trinoids-trilateral amphibian terraformers
Other Species
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CAMPAIGN
Settings
Genre
Summary
Past Scenario Locations
History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: The Paragon/Twilight
1995 to 1997: VOYAGERS II/Arth
1997 to 1999: Full Circle/G3
1999 to ?: Boston
Game Time
Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races
Variant Campaigns
Timeline
Rules
Tech and Power Levels
page 14
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Conversions
AD&D2
GURPS
Genre: fantasy
any
Original VORTEX
space opera
1-20, 10
Strength (ST)
Dexterity (DX)
Intelligence (IQ)
Health (HT)
1-20, 10
Prowess (Pro)
Agility (Agi)
Intellect (Int)
Respect (Res)
Aura (Aur)
Ads, Disads, Quirks
Alignment
Code of Honor
ST
DX
HT
IQ
mental Advantages
social Advantages
HT/Advantages
Pro
Agi
Pro
Int
Aur
Res
Res
Player Information
Full Name:________________________________
_________________________________________
Todays Date:______________________________
Address:__________________________________
_________________________________________
_________________________________________
_________________________________________
Telephone Number: (______)_______--__________
E-mail:___________________________________
_________________________________________
Ethics
Lawful Good
(c.f. Disadvantages)
Neutral Good
(c.f. also Quirks)
Chaotic Good
Lawful Neutral
True Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
QUESTIONNAIRE
Justice
Altruism
Freedom
Order
Balance
Anarchy
Might
Selfishness
Void
Role-Playing Experience
Years of Gaming:_________________________
Rules Systems Known: AD&D2, GURPS (circle),
_________________________________________
Advancement
Proficiencies 1d20
Skills 3d6
Skills %
Class Levels
Character Points Occupational Levels
1 (novice)
<100
1
2
100
2
3 (experienced-) 150 (-adventurer) 3
4
200
4
5 (cinematic hero) 250
5
6
300
6
7 (metahuman) 350
7
8
400
8
9
450
9
10 (superheroic) 500
10
11
550
11
12
600
12
13
650
13
14
700
14
15 (great hero) 750 (-or villain)
15
16
800
16
17
850
17
18
900
18
19
950
19
20+ (godlike)
1,000+
20+
Combat
Initiative 1d10
To Hit Roll 1d20
Saving Throws 1d20
Damage, by weapon
Hit Points-by Level
by Move score
Action Roll
Attack-by Skill
Attack Roll
Defense-by Skill
Defense Roll
Damage, by weapon
Damage
Hit Points-HT, Adv.Wound Points
Magic, Psionics
Magic, Psionics
Arcane Arts
page 15
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Are you a Game Master? If so, for which games:
AD&D2:__________________________________
_________________________________________
GURPS/Other:______________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Self-Based Statistics
Advanced Dungeons and Dragons, Second Edition
(AD&D2/D&D3) tm Wizards of the Coast, Inc.
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Strength (Str):
Dexterity (Dex):
Constitution (Con) :
Intelligence (Int) :
Wisdom (Wis) :
Charisma (Cha) :
Comliness (Com) :
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_________
_________
_________
_________
_________
_________
_________
Alignment (Align):___________________________
Favorite Fantasy Race:________________________
Favorite Occupational Class:___________________
_________
_________
_________
_________
Nationality:________________________________
Highest Education:___________________________
Current Job:_______________________________
Favorite Book:______________________________
Favorite Film:______________________________
Favorite Genre:_____________________________
Favorite Music:_____________________________
Companion/Spouse:__________________________
_________________________________________
_________________________________________
Availability to Play:__________________________
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