TEXT: Swords and Glory
  CHARACTER RECORD SHEET
  1 . NAME
  2 . SPECIES
  3. SEX
  4 . PROVENIENCE : NATIONALITY
  HOME CITY
  5 . CLAN NAME AND STATUS
  6. RELIGION
  7 . PROFESSION AND STATUS
  8 . HEIGHT
  9. BUILD
  10 . STRENGTH
  11 . STAMINA
  12. DEXTERITY
  13 . INTELLIGENCE
  14 . TOTAL HEIGHT-BUILD-STRENGTH FACTOR
  15. BODY DAMAGE POINTS: TOTAL
  CURRENT
  16. PSYCHIC RESERVOIR
  17. PSYCHIC ABILITY
  18. MAGICAL RESISTANCE FACTOR : BASIC
  MODIFIED
  19 . COMELINESS
  20. CHARISMA
  21 . AGE
  22 EDUCATIONAL LEVEL
  23. CURRENT WEALTH
  SKILLS:
  24 . SKILLS
  COMPLETE
  POINTS TOWARD
  25. SUB-SKILLS
  COMPLETE
  POINTS TOWARD
  LEVELS
  NEXT LEVEL
  LEVELS
  NEXT LEVEL
  1 .
  1 .
  2
  2
  3.
  3.
  4 .
  4 .
  5 .
  5.
  6 .
  6.
  7.
  7.
  8.
  8:,
  _
  9.
  9.
  10 .
  10 .
  The sub-skills of the assassin, warrior, shaman and sorcerer need not be entered here. Those of the first
  two are their weapon competenees, while the sub-skills of the latter are their.spells ; see below. .
  26. LANGUAGES KNOWN : NATIVE
  FOREIGN AND ANCIENT :
  LANGUAGE
  COMPETENCE LEVEL
  LANGUAGE
  COMPETENCE LEVEL
  1 .
  6.
  2
  7.
  3.
  8.
  4.
  9.
  5.
  -
  10,
  
  ADVENTURE ACTION STATISTICS:
  27. ACTION POINTS
  28 . ADVENTURE ACTION ROLLS: for more rapid gaming, copy the lines relevant to -the character from
  Sec.
  2.720 ff . This saves looking them up.
  ADD
  IyTROLL
  %H~EEST
  DER
  DIF l
  LT
  ULT
  T
  CHALLENGE
  Height-Build-Strength
  Endurance
  Resistance
  Dexterity
  Intelligence
  Intelligence-Dexterity
  29. RECOVERY ROLL: copy the relevant line from Sec. 2.722 (2).
  STAMINA FACTOR
  2 DEGREES WORSE
  1' WORSE
  NO CHANGE
  1' BETTER
  2' WORSE
  30. COMELINESSICHARISMA ROLLS: copy the relevant lines from Sec. 2.726 .
  DEGREE OF SUCCESS AND DICE SCORE RANGES
  COMELINESS/CHARISMA FACTOR
  VERY POOR
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  CM.
  CH..
  COMBAT :
  31 . WEAPONS
  weapon
  1 .
  2
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  ACTION DIFFICULTY LEVELAND DICE SCORE RANGES
  Total gombat Length Damagelable Height-Build-Strength
  Sklll
  Ste~I
  group
  u e
  modifier
  modiTler
  modjtier
  
  3
  32 . MISSILE WEAPONS : enter ranges and dice score ranges to hit below .
  WEAPON
  short
  medium
  long
  1 .
  Range :
  Score to hit :
  2.
  Range :
  Score to hit :
  3.
  Range :
  Score to hit :
  4 .
  Range:
  Score to hit:
  5 .
  Range :
  Score to hit :
  33. SIZE OF SHIELD
  34 . MATERIAL
  35. SHIELD'S DAMAGE POINTS
  36. DEGREE OF ARMOUR COVERAGE
  37 . MATERIAL
  38 . ARMOUR PROTECTION VALUE
  CALCULATING COMBAT VALUES : see Sec . 2.810 :
  1 . Basic physical Combat Value (produced by the Height-Build-Strength factor)
  2. Modifiers for sub-skill levels in each weapon known : + 1 per level .
  3. Melee weapons expertise bonus : + 2 (and no more) to a fighter who has 8 or more sub-skill levels in any
  one melee weapon (excluding Assassin weapons).
  4. Missile weapon bonus : +2 (and no more) to a fighter who has 8 or more sub-skill levels in a missile
  weapon (but divided into 4 sub-categories). This bonus does not carry over from one sub-category to
  others .
  5 . Soldier bonus: + 1 for each complete. 4 levels
  (i.e . not sub-skill levels) in the skill of Soldier . This is
  added to all Combat Values, whether In melee or in missile weapons .
  TABLE:
  Factor
  Basic physical Combat Value
  Sub-skill levels
  Melee weapons expertise bonus
  Missile weapons expertise bonus
  Soldier skill bonus
  TOTAL COMBAT VALUES
  Factor
  Basic physical Combat Value
  Sub-skill levels
  Melee weapons expertise bonus
  Missile weapons expertise bonus
  Soldier skill bonus
  TOTAL COMBAT VALUES
  RANGES
  Weapon 1 Weapon 2 Weapon 3 Weapon 4 Weapon 5
  Other
  Other
  melee
  missile
  Weapon 6 Weapon 7 Weapon 8 weapons weapons
  
  SORCERY :
  39. TOTAL SPELL CASTING POINTS
  40 . CURRENT POINTS
  41 . SPELLS KNOWN :
  1 . NO.
  NAME
  �P1
  R
  AG/NAG
  CIRCLE
  RANGE
  DURATION--SP- MR
  PT
  DETAILS
  2. NO .
  NAM E
  �P/
  R
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR- PT
  DETAILS
  3 . NO .
  NAME
  �P/R
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR
  PT
  DETAILS
  4 . NO .
  NAM E
  �P/
  R
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR- PT
  DETAILS
  5 . NO .
  NAME
  �P/
  R- .
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR- PT
  DETAILS
  6 . NO .
  NAM E
  �P/
  R-
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR
  PT
  DETAILS
  7. NO .
  NAM E
  �P/
  R-
  AG/NAG
  CIRCLE
  RANGE
  DURATION
  SP
  MR
  PT
  DETAILS
  8 . NO .
  NAME
  �P/
  R
  AG/NAG
  CIRCLE
  RANGE
  �DURATION
  SP
  MR- PT
  DETAILS
  9 . NO
  NAM E
  �P/
  R
  AG/NAG
  CIRCLE
  �RANG E
  �DURATION
  SP
  MR- PT
  DETAILS
  10. NO .
  NAME
  �P/
  AG/NAG
  CIRCLE
  �RANG E
  �DURATION
  SP
  MR- PT
  DETAILS
  Further spells and notes may be entered below.
  
  5
  42 . POSSESSIONS : all belongings must be recorded in one or more of the following lists . Very large ar-
  ticles (e.g . ships, carts, palanquins), stored items (e.g. extra suits of armour), immoveable property (e.g . land,
  houses), and the like are recorded in List IV. Encumbrance costs (abbreviated "EC") should be included
  wherever relevant . A notation of the location of the article (how it is worn or carried : e.g . "in backpack")
  should also be made .
  LIST
  I
  LIST II
  LIST III
  LIST IV
  Daily wear
  Travelling
  Adventure/combat
  Not carried : stored, etc .
  Article
  EC
  Article
  EC
  Article
  EC
  EC
  
  43. PERSONNEL: slaves and retainers are entered below, either by name or by occupation (or both): e.g . "5
  cooks," or "Guardsman : Artii hlKarsha." If these people are to play apart in combat-or in other areas of the
  character's life, some of their statistics must be rolled up and entered on Character Record Sheets of their
  own.
  RETAINERS
  SLAVES
  44. NOTES AND MISCELLANEOUS:
  6
  
  7
  45 . Backgrounds insert any details provided by the referee concerning the character's previous life: e.g .
  studies, clan attitudes, jobs held, military service, etc . It is also useful and interesting to keep a diary (with
  dates) of the character's activities after the game begins .
  46. Home locale type
  47 . Familyllineage status
  48 . Family wealth group
  49 . Current family wealth in Miters
  50. Family members : parents . Separate sheets may have to be prepared for these persons if they play an
  active role in the game.
  1 . Mother(s) (Sec . 1 .510) :
  a. Name
  Age
  d . Name
  Age
  b. Name
  Age
  e . Name
  Age
  c . Name
  Age
  f . Name
  Age
  2 . Father(s) (Sec . 1.510):
  a. Name
  Age
  d . Name
  Age
  b . Name
  Age
  e . Name
  Age
  c . Name
  Age
  f . Name
  Age
  51 . Family members : siblings :
  1 . Name
  Age
  Sex- .6 . Name
  Age
  Sex-
  2. Name
  Age
  Sex-
  7 . Name
  Age
  Sax-
  3. Name
  Age
  Sex-
  8 . Name
  Age
  Sex
  4. Name
  Age
  Sex-
  9 . Name
  Age
  Sex-
  5. Name
  Age
  Sex-
  10 . Name
  Age
  Sex-
  52 . Family members : other Important relatives :
  1 . Name
  '
  �Age
  Sex
  Relationship
  2. Name
  Age
  Sex-
  Relationship
  3. Name
  Age
  Sex®
  Relationship
  53 . Family members : spouses :
  1 . Name
  Age
  Clan
  Ariddni
  2. Name
  Age
  Clan
  Aridini
  3 . Name
  Age
  Clan
  Aridini
  4. Name
  Age
  Clan
  Aridgni
  5 . Name
  Age
  Clan
  Arldani
  54. Family members : children :
  1 . Name
  Age
  Sex
  6. Name
  Age
  Sex
  2 . Name
  Age
  Sex-
  7. Name
  Age
  Sex
  3 . Name
  Age
  Sex-
  8. Name
  Age
  Sex
  4 . Name
  Age
  Sex-
  9. Name
  Age
  Sex-
  5. Name
  Age
  Sex-
  10. Name
  Age
  Sex
  The present locations of one's family and relatives can be arbitrarily established by the player and the
  referee, and notes should then be made after their names on these sheets .
  
  8
  INCOMEIEXPENDITURE DETERMINATION:
  Income and expenditures are rolled for at the end of each game month . This sheet is meant to help
  organise this process .
  INCOME:
  1 . Profession(s) through which one earns one's living
  . 2. Monthly salary in Tsolyeni Ke/tars
  ; OR income from a variable profession (e.g . a shop) for the
  current month .
  3 . Investment income during the month
  4 . Clan allowance
  5 . Inducements (if Income exceeds payments for the month)
  6 . Other income
  - This may Include treasure finds, battle loot, sales, rentals, interest on loans,
  etc . These items are noted on a separate sheet, and only their total need be Inserted here at the end of
  the
  game month .
  7 . Total monthly gross income
  EXPENDITURES :
  8 . Current life-style
  9 . Modifier for dependants
  10. Percentage of income spent for daily living during the month
  11 . Amount of income spent for daily living (line 10 x line 7)
  12 . Wages paid to retainers during the month (from line 43 in the Character Record Sheet) . Do not forget to
  Include amounts paid to tutors .
  13 . Upkeep of slaves (from line 431n the Character Record Sheet)
  14 . Taxes paid during the month
  15. Other expenditures
  This may include gifts, tips, bequests, fines, purchases,
  rentals, interest paid, etc . These items are recorded on a sheet during the month and only the total is
  inserted here .
  16 : Losses through business failure (cf. line 2, above)
  17 . Losses through poor investments (cf . line 3, above)
  18 . Inducements (if Items paid out exceed those recaived ; cf . line 5, above)
  19 . Total expenditures for the month
  20. TOTAL NET INCOMF/LOSS FOR THE MONTH (line 7 minus line 19)
  This amount is added
  to o." subtracted from line 20 on the Character Record Sheet .
  PROMOTIONIDEMOTION :
  Whenever a character attains a new skill level (or the relevant skill level if a soldier) In a "ranked skill"
  (Official, Priest, or Soldier), he/she may take a promotion check. The relevant tables are given in Sec.
  2.431 .
  MODIFIERS :
  1 . Modifierfor age
  2. Modifier for Comeliness
  4 . Modifier for clan/lineage status and family wealth
  5 . Modifiers for useful auxiliary skills :
  a. Skill 1 : level
  : modifier
  b. Skill 2: level
  : modifier
  c. Skill 3: level
  : modifier
  d . Skill 4: level- : modifier
  e. Skill 5 : level
  : modifier
  6. Amount of "Inducements" given for the promotion
  7. Influence and political manouvering : modifier
  8. Rivals : number of rivals for the post
  9 . Public honours or dishonours : modifier
  10 . TOTAL MODIFIERS
  11 . Dice score :
  12 . Promotion granted .
  Demoted
  3 . Modifier for Charisma
  f. Skill 6 : level
  : modifier
  g . Skill 7: level
  modifier
  h . Skill 8: level
  modifier
  1 . Skill 9: level
  modifier
  j . Skill 10 : level
  - modifier
  modifier
  r modifier
  t modifiers : modified score
  New status
  Passed over
  New status
  Dismissed e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Empire of the Petal Throne/Swords & Glory Character Sheet.pdf