TEXT: 1
  So, tonight’s the night you’re going to start playing
  HackMaster Basic. You’re all eager to play and don’t have the
  time or inclination to read all the rules yet. There’s nothing
  wrong with that and, heck, we appreciate your enthusiasm! 
  If you want to jump into a HackMaster game as quickly as
  possible, just follow the steps here and you’ll have a basic char-
  acter ready for adventuring. We’ve optimized these steps for
  speed, so your choices have been artificially limited and certain
  rules have been ignored. Don’t fret though - your character will
  be good enough to play.  (Once you become more familiar with
  the game, you’ll probably want to utilize the unabridged char-
  acter creation rules that give you the opportunity to tweak out
  a character to your own exacting specifications.) Now grab some
  dice and let’s begin.
  You’ll notice that the HackMaster Basic character record
  sheet is appended as the last two pages of this PDF. While
  playing off a scratch pad is definitely kewl and old school, we
  provide the character sheets free of charge to assist you, so why
  not take advantage of this tool?
  Roll Ability Scores
  For each ability you roll three 6-
  sided dice (3d6); the total shown on
  the dice is your character’s ability
  score. Then roll percentile dice (d%, or
  two 10-sided dice yielding a number
  from 01-100). Record each fractional
  ability on your record sheet [in pencil,
  since you’ll get to add a point or two
  later!] next to the appropriate ability
  like this: xx/yy where “xx” is the result
  of the 3d6 and “yy” is the final result of
  the d%. 
  Repeat this step for all of your char-
  acter’s abilities in order (Strength,
  Intelligence, Wisdom, 
  Dexterity,
  Constitution, Looks and Charisma). 
  Determine Honor
  Your character’s starting Honor score is calculated a bit dif-
  ferently from other ability scores. To determine starting
  Honor, add your other seven ability scores together.  
  Treat the fractional ability scores as decimals to facilitate cal-
  culator use. This way a Strength of 12/68 becomes 12.68 and
  so on.  Once you’ve added all seven ability scores, divide the
  total by seven and round any decimal down to the nearest
  whole number.  This is your starting Honor score.
  Select Character Class
  You may pick one of the following character classes to play:
  fighter, thief, mage or cleric. Your character’s class defines what
  starting abilities and powers he possesses. There are no prereq-
  uisites for any class so you can choose any one you want. 
  Fighters are good at combat. This is an excellent choice for a
  novice player as fighters are usually in the thick of the action -
  providing you with fairly unambiguous options to keep you
  engaged in the game. You should consider a fighter if you have
  average or above average scores in Strength and/or Constitution.
  Thieves excel at sneaking around and exploring. They are
  not as good at fighters in combat except when they can attack
  opponents from behind. Consider playing a thief if you have a
  high Dexterity score.
  Clerics are members of the clergy and set out into the world
  to spread the teachings of their god. They are adequate combat-
  ants and have the ability to use magic to heal their allies.  If you
  decide to play a cleric, it’s beneficial if you have a good Wisdom
  Shopkeeper Rule. If your character has no raw single
  stat of at least 13 or two raw stats of 5 or less, you may name
  your character and then turn your sheet in to the GM for
  use as a shopkeeper, peasant or other hapless NPC and re-
  roll your character.  Any other set of rolls is playable; you
  need to play that character for a complete game session
  before retiring him and introducing a new one (excepting
  the always-likely event of early mortality during play, of
  course).
  
  2
  score. You also need to pick your character’s alignment now and
  choose a patron deity. Choices include The True, lawful good
  god of justice and truth; Caregiver, neutral good god of healing,
  hope and mercy; The Guardian, chaotic good god of freedom,
  liberty and happiness; The Overlord, lawful evil god of oppres-
  sion and slavery; and The Creator of Strife, chaotic evil god of
  discord, misfortune and foul weather.
  Mages are weak at combat and use their magic spells to hurt
  or impede enemies. A mage character should have Intelligence
  as one of his strongest scores.
  After choosing your class, make the following adjustments to
  your ability scores:
  Fighter: add 1 to both Strength and Constitution
  Thief: add 2 to Dexterity
  Cleric: add 2 to Wisdom
  Mage: add 2 to Intelligence
  Character Race
  Humans are versatile and pretty good at everything. All
  quick-start charcters are Human as they are the baseline race
  in HackMaster. 
  If you have a strong desire to play a dwarf, elf or halfling you
  must use the full character creation rules as their unique advan-
  tages and disadvantages are beyond the score of these simpli-
  fied rules.
  Determine Hit Points
  Your Hit Points (HP) are a representation of how much dam-
  age you can sustain before dying.  To determine your character’s
  starting Hit Points, add your character’s racial adjustment (10 hp
  for Humans), Constitution score (ignore fractionals) and Hit
  Points for class (shown on the chart below). 
  Once you’ve determined your Hit Points, record the value in
  the appropriate box.
  Proficiencies and Skills
  These represent knowledge that your character picked up
  through life experience, study and training. Proficiencies can-
  not be improved upon while skills can. Each class begins with
  a different set of proficiencies and skills.
  Don’t worry about the bracketed information following each
  skill. We’ll explain its significance in a few moments.
  Fighter: Heavy Armor proficiency, Shield proficiency,
  Weapon proficiencies (longsword, dagger, javelin and warham-
  mer), Weapon Specialization (add +1 to Attack, Defense and
  Damage plus -1 to Speed when using your longsword),
  Appraisal (Armor & Weaponry) [Int]
  Thief: Light Armor proficiency, Weapon proficiencies (short
  sword and dagger), Climbing/Rappelling [Str & Dex - univer-
  sal], Disarm Trap [Int & Dex], Hiding [Int & Dex - universal],
  Identify Trap [Wis], Listening [Wis - universal], Lock Picking
  [Int & Dex], Pick Pocket [Dex - universal], Sneaking [Dex -
  universal]
  Fighters roll twice (using 1d4) for additional skills
  1. Gambling [Wis & Cha]
  2. Recruiting [Cha - universal]
  3. Riding, Horses [Wis & Dex]
  4. Swimming [Str & Con]
  Thieves roll twice (using 1d4) for additional skills
  1. Appraisal (artwork) [Int]
  2. Appraisal (gems & jewelry) [Int]
  3. Fast Talking [Cha]
  4. Gambling [Wis & Cha]
  Character
  For HP, add CON score plus:
  Human
  10 HP
  Cleric
  +1d8 HP
  Fighter
  +1d10 HP
  Mage
  +1d4 HP
  Thief
  +1d6 HP
  The fighter records his proficiencies here.
  
  3
  Mage: Arcane Lore [Int], Magical Transcription proficiency,
  Weapon proficiency (staff)
  Cleric: Heavy Armor proficiency, Shield proficiency,
  Weapon proficiencies (see below), Divine Lore [Wis], Religion
  (in his chosen faith) [Wis]
  Universal Skills: There are a large number of skills that peo-
  ple have had some exposure to during their life and can employ
  at a novice level without any kind of formal training. These are
  all listed on the HackMaster player character record sheet. If
  you received universal skills as a bonus, they are annotated as
  such in the brackets after the skill name.
  Detailed information on skills and proficiencies can be found
  in HackMaster Basic beginning on page 49.
  Skill Mastery
  Next, you need to determine your character’s mastery of each
  skill. For universal skills, your mastery is equal to your ability
  score in the relevant ability (i.e., the ability listed parenthetically
  after the skill) or the lowest relevant ability, if multiple abilities
  are listed).
  For skills that aren’t universal (or if you received a universal
  skill as a bonus), roll one 12-sided die and add your relevant
  ability score [listed in the brackets after the skill] to the result.
  If two ability scores are listed, use the ability score in which
  your character is the weakest.  The result is your current mas-
  tery level of that skill.  
  A cleric’s weapon proficiencies and additional skills depend on the deity
  he or she chose.
  The True (lawful good): weapon proficiencies: longsword, mace; bonus skills: History
  (ancient) [Int], Literacy [Int], Riding (equine) [Wis & Dex], Tracking [Wis - universal]
  Caregiver (neutral good): weapon proficiencies: sling, staff; bonus skills: Cooking/Baking
  [Int & Wis], First Aid [Wis]
  The Guardian (chaotic good): weapon proficiencies: longsword, mace; bonus skills: Animal
  Training (dogs) [Int & Wis], Cartography [Int - universal], Literacy [Int], Lock Picking [Int &
  Dex], Survival [Wis & Con - universal]
  The Overlord (lawful evil): weapon proficiencies: mace, scourge; 
  bonus skills: Literacy [Int], Rope Use [Dex - universal]
  The Creator of Strife (chaotic evil): weapon proficiencies: dagger, flail; bonus skills:
  Cartography [Int - universal], Survival [Wis & Con - universal]
  As an example of determining skill mastery, let’s fill in the skills section for a player who has chosen to be a cleric of The Guardian. His abil-
  ity scores are Strength 8/50, Intelligence 9/50, Wisdom 14/50, Dexterity 10/50, Constitution 11/50, Looks 12/50 and Charisma 13/50. 
  He receives the universal skills Cartography and Survival as bonus. His mastery is Cartography is 9 (his Intelligence ability) plus the roll of
  a twelve-sided die. If he rolls “8” on this die, his total mastery is therefore 17. For Survival, his mastery is 11 (the lowest of his two relevant
  abilities – Wisdom and Constitution) plus the roll of a twelve-sided die. If he rolls “7”, his total mastery is 18.
  He also receives the non-universal skills Divine Lore, Religion (his chosen faith – i.e., The Guardian), Animal Training (dogs), Literacy and
  Lock Picking. Determining mastery for these skills is handled just as we did for the skills above. We’ll just determine the relevant ability and
  add the roll of a twelve-sided die then annotate the score. 
  You don’t need to fill in values for the remaining universal skills. If your character needs to employ them at some point, you know that his
  mastery is equivalent to the relevant ability score listed parenthetically after the skill.
  Mages roll twice (using 1d4) for additional skills
  1. Botany [Int]
  2. History (ancient) [Int]
  3. Literacy [Int]
  4. Mathematics [Int]
  
  4
  Roll One Quirk and One Flaw
  Quirks and flaws represent those aspects of your character
  that make him a true individual – with those little traits and
  imperfections that we all have.  Roll once on the Quirk chart
  and once on the Flaw chart (presented on the following page)
  and annotate these on your record sheet. You can read more
  about these quirks and flaws in Chapter Three (page 29) when
  you get a chance.
  Receive Supplies
  All characters receive a weapon or two, possibly armor and a
  shield, a set of clothes, load bearing gear and sundry equip-
  ment. The exact package depends of your character class. 
  Fighter
  Armor & Weaponry: leather armor, a small shield, a
  longsword, dagger, javelin and warhammer 
  Supplies: a leather backpack, a woolen blanket, a wineskin (2
  qt. capacity), a week’s worth of trail rations, two small leather
  belt pouches, a tinderbox, flint and steel, a whetstone, three
  iron spikes, six torches and 10 copper pieces as pocket money.
  Clothing: one pair of leather boots, wool trousers and tunic,
  linen undershirt, wool cloak and a leather belt 
  Thief 
  Armor & Weaponry: leather armor, short sword and dagger
  Supplies: a wineskin (2 qt. capacity), a week’s worth of trail
  rations, a whetstone, two large leather belt pouches, a large can-
  vas sack, a 50-foot coil of rope, a set of thieves’ tools and 25
  copper pieces as pocket money.
  Clothing: one pair of leather boots, wool trousers and tunic,
  linen undershirt, wool cloak and a leather belt 
  Cleric
  Armor & Weaponry: leather armor, a small shield and both
  weapons they have received proficiency in. 
  Supplies: a leather backpack, a wineskin (2 qt. capacity), a
  week’s worth of trail rations, two small leather belt pouches, a
  canon or prayer book, one silver divine icon, a woolen blanket,
  a wineskin, a tinderbox, flint and steel, a whetstone, three iron
  spikes, an axe-hammer, six torches and 10 copper pieces as
  pocket money
  Clothing: one pair of leather boots, wool trousers and tunic,
  linen undershirt and vestments of appropriate color and style
  for their faith
  Mage 
  Armor & Weaponry: staff
  Supplies: a leather backpack, two large leather belt pouches, a
  wineskin (2 qt. capacity), a week’s worth of trail rations, a tin-
  derbox, flint and steel, eight torches, a spell book, four sticks of
  chalk, a vial of ink, two quill pens, five sheets of vellum, spell
  components (if necessary) and 15 copper pieces as pocket
  money
  Clothing: one pair of leather boots, thick robes that offer -1
  damage reduction against all attacks, pointy hat, linen under-
  shirt and a leather belt
  Roll (d%)
  Quirk
  01-04
  Absent-Minded
  05-10
  Close Talker
  11-15
  Compulsive Liar
  16-28
  Fear of Heights
  29-36
  Foul-Mouthed
  37-42
  Glutton
  43-53
  Greedy
  54-63
  Miserly
  64-70
  Needy
  71-77
  Nosy
  78-81
  Paranoid
  82-86
  Quick-Tempered
  87-93
  Racist
  94-00
  Superstitious
  Roll (d%)
  Flaw
  01-17
  Allergies
  18-22
  Anosmia
  23-29
  Colorblind
  30-34
  Facial Scar
  35-41
  Flatulence
  42-48
  Hairy
  49-54
  Hard of Hearing
  55-58
  Lisp
  59-65
  Myopia
  66-75
  Pocking
  76-81
  Prematurely Gray
  82-84
  Sleepwalker
  85-89
  Sterile
  90-94
  Stutterer
  95-00
  Tone Deaf
  This character has annotated his quirk and flaw. He’s also made some
  quick notes about how to use them at the gaming table.
  
  5
  Determine Spells - Mages Only
  If you’re playing a mage, you’ll need to figure out what spells you have
  in your spell book.  Each mage starts with three spells given to him by his
  mentor.  Roll once on each of the following tables (Apprentice,
  Journeyman and Level 1 Spells) to determine your starting spells. You
  may memorize each of these for a total of three magic spells.
  Detailed information on these spells can be found in HackMaster Basic
  beginning on page 84.
  Cleric Spells
  Clerics may chose one spell (or two if they have 13 or higher Wisdom)
  from the list of 1st level clerical spells below. Detailed information on
  these spells can be found in HackMaster Basic beginning on page 98.
  Determine Combat Stats
  At this point, you need to reference the ability charts on page
  7 of this document to fill in the combat bonuses your abilities
  provide. As an example, we’ll fill these out for the fighter we
  initially rolled up.
  Once we have these filled in, we can compute the combat
  bonuses he receives from his abilities and then add in any other
  bonuses to determine his combat profile with his preferred
  weapon.
  This is the fighter’s “combat profile” (i.e., a summary of his melee
  bonuses) when using his longsword. Let’s go into a little detail about
  each column.
  Level: A fighter has no bonuses or penalties at first level. A thief
  receives -1 to Initiative (meaning he’s quicker to react) while a cleric
  and mage receive a +1 and +2 penalty here respectively.
  Abilities: This column summarizes bonus or penalties from
  Strength, Intelligence, Wisdom and Dexterity. You determined these
  when filling out the abilities data.
  Talents, Racial Bonus & Magic: None of these apply to the “quick
  gen” characters.
  Armor: Leather armor (which the fighter, cleric and thief receive)
  imposes a -2 penalty to defense. This is more than made up for by the
  fact that leather armor also reduces all damage you receive by two
  points per hit.
  Shield: Both the fighter and cleric receive a small shield. This pro-
  vides a +4 bonus to defense.
  FIrst Level Cleric Spells
  Alleviate Trauma
  Ceremony: Consecrate Divine Icon
  Cure Trifling Injury
  Extend Fuel
  Moderate  Emotion: Cause Fear
  Purify Water
  Apprentice Level Mage Spells
  Roll (d6)
  Spell
  1
  Amplify Illumination
  2
  Feat of Strength
  3
  Fire Finger
  4
  Illusionary Mural
  5
  Repair
  6
  Springing
  Journeyman Level Mage Spells
  Roll (d6)
  Spell
  1
  Aura of Protection
  2
  Bar Portal
  3
  Candlelight
  4
  Enrage
  5
  Perimeter Alarm
  6
  Yudder’s Whistle of Hells Gate
  First Level Mage Spells
  Roll (d6)
  Spell
  1
  Bash Door
  2
  Deep Sleep
  3
  Planar Servant
  4
  Scorch
  5
  Sense Magic Aura
  6
  Translate
  
  6
  Combat Stats Explained
  Attack: This value is added to the d20 you roll when attack-
  ing an opponent with your weapon.
  Speed: Subtract this value from your weapon’s base speed.
  The final value tells you the number of seconds you must wait
  before attacking again. Weapons with high base speeds are very
  slow.
  Initiative: When you have an encounter, you must roll a die
  to determine how much time passes before you can act. Any
  value here must be added to that roll mean you react slower.
  Defense: Add this value to the d20 you roll when you defend
  yourself against someone else’s attack.
  Damage: This value is added to your base weapon damage
  when you score a hit in melee.
  Specialization: The fighter “quick gen” character has been
  given +1 weapon specialization with his longsword. When you
  advance in level, this is an option for all characters, though you
  may wish to allocate the Building Points you receive to other
  skills, as specialization can be quite expensive for non-fighters.
  Base Weapon Damage and Speed: You can find these values
  for your particular weapon in the chart below.
  Final Tweaks
  This final section provides the remaining critical data you
  need for your character.
  Previous Hit Point Roll: Record the die roll you made for
  Hit Points here. You’ll have a chance to re-roll it when you
  advance to second level.
  Luck Points: These are only for thieves. If that’s you, write
  21 here. You can read how to utilize these point in Chapter
  Four: Classes (page 38).
  Threshold of Pain: This value is 1⁄3 of your Hit Points (round-
  ed down). If you sustain a wound exceeding this value, you have
  to make a trauma check to see if you succumb to the pain of
  this severe wound. Your GM can inform you of the exact
  mechanics.
  Spells: This space is allocated for mages to record the spells
  they have in their spell book.
  OK, you’re done. Just name your character and start playing
  HackMaster!
  Weapon
  Damage
  Speed
  Dagger
  2d4p
  7
  Flail
  2d8p
  13
  Javelin
  1d12p
  missile weapon
  Mace
  d6p+d8p
  11
  Scourge
  2d4p
  9
  Sling
  d4p+d6p
  missile weapon
  Staff
  2d4p
  13
  Swords
  Short sword
  2d6p
  8
  Longsword
  2d8p
  10
  Warhammer
  2d6p
  8
  
  7
  Reference Material
  Reference Material
  The following charts contain information on the combat bonuses (or penalties)
  your character receives from his or her ability scores. These are used to determine
  your character’s individual combat profile. 
  Ability
  Score 
  Damage
  Modifier
  3
  -5
  3/51
  -4
  4
  -4
  4/51
  -4
  5
  -3
  5/51
  -3
  6
  -3
  6/51
  -2
  7
  -2
  7/51
  -2
  8
  -1
  8/51
  -1
  9 
  -1
  9/51
  -1
  10
  None
  10/51
  None
  11
  None
  11/51
  None
  12
  +1
  12/51
  +1
  13
  +1
  13/51
  +1
  14
  +2
  14/51
  +2
  15
  +2
  15/51
  +3
  16 
  +3
  16/51
  +3
  17
  +4
  17/51
  +4
  18 
  +4
  18/51
  +5
  Strength
  Wisdom
  Initiative
  Modifier
  Defense
  Modifier
  3
  +5
  -3
  4
  +4
  -2
  5
  +4
  -2
  6
  +4
  -2
  7
  +3
  -1
  8
  +3
  -1
  9
  +3
  -1
  10
  +2
  0
  11
  +2
  0
  12
  +1
  +1
  13
  +1
  +1
  14
  +1
  +1
  15
  0
  +2
  16
  0
  +2
  17
  0
  +2
  18
  -1
  +3
  Intelligence
  Attack Modifier
  3
  -3
  4
  -2
  5
  -2
  6
  -2
  7
  -1
  8
  -1
  9
  -1
  10
  0
  11
  0
  12
  +1
  13
  +1
  14
  +1
  15
  +2
  16
  +2
  17
  +2
  18
  +3
  Intelligence
  Wisdom
  Dexterity
  Initiative
  Modifier
  Attack
  Modifier
  Defense
  Modifier
  3/01
  +7
  -4
  -5
  3/51
  +7
  -3
  -5
  4/01
  +6
  -3
  -4
  4/51
  +6
  -3
  -4
  5/01
  +6
  -3
  -4
  5/51
  +5
  -2
  -3
  6/01
  +5
  -2
  -3
  6/51
  +5
  -2
  -3
  7/01
  +4
  -2
  -2
  7/51
  +4
  -1
  -2
  8/01
  +4
  -1
  -2
  8/51
  +3
  -1
  -1
  9/01
  +3
  -1
  -1
  9/51
  +3
  0
  -1
  10/01
  +2
  0
  0
  10/51
  +2
  0
  0
  11/01
  +2
  0
  0
  11/51
  +1
  0
  +1
  12/01
  +1
  +1
  +1
  12/51
  +1
  +1
  +1
  13/01
  0
  +1
  +2
  13/51
  0
  +1
  +2
  14/01
  0
  +2
  +2
  14/51
  -1
  +2
  +3
  15/01
  -1
  +2
  +3
  15/51
  -1
  +2
  +3
  16/01
  -2
  +3
  +4
  16/51
  -2
  +3
  +4
  17/01
  -2
  +3
  +4
  17/51
  -3
  +3
  +5
  18/01
  -3
  +4
  +5
  18/51
  -3
  +4
  +5
  Dexterity
  
  HIT POINTS: ___________
  POINTS
  DAYS TO HEAL
  POINTS
  DAYS TO HEAL
  Wound #1
  Wound #6
  Wound #2
  Wound #7
  Wound #3
  Wound #8
  Wound #4
  Wound #9
  Wound #5
  Wound #10
  Character:  __________________________________________ Class:  ____________________ Level:  _____ Alignment:  _____
  Race:  ___________ Sex:  _____ Age:  ______ Height:  _______ Weight:  ________ Hair:  ____________ Eyes:  __________
  Patron God(s):  _______________________________ (Anointed? Y q N q )   Handedness:  _________
  STR
  INT
  WIS
  DEX
  CON
  LKS
  CHA
  /
  %
  /
  %
  /
  %
  /
  %
  /
  %
  /
  %
  /
  %
  ABILITIES
  DMG.
  FEAT
  LIFT
  CARRY
  DRAG
  MOD.
  OF STR. 
  (LBS)
  (LBS)
  (LBS)
  ATTACK
  MOD.
  INIT
  DEFENSE
  MOD.
  MOD.
  INIT
  ATTACK
  DEFENSE
  MOD.
  MOD.
  MOD.
  TURNING MOD.
  HON
  HON PENALTY
  WINDOW
  WINDOW
  HONOR BONUSES OR PENALTIES:
  hackmaster BASIC
  Character Record
  Honor
  Armor Worn
  Body:  ______________
  (damage reduction = ___ )
  Shield:  _____________ (+ ___ defense, absorbs ___ hp)
  EXPERIENCE
  FOR NEXT LEVEL:
  2ND = 400
  3RD = 1200
  4TH = 2200
  5TH = 3400
  ACCUMULATED
  BUILDING POINTS
  PREVIOUS HIT POINT ROLL:
  SPELLS MEMORIZED*
  LEVEL
  SPELL(S)         Base BP  Range   Area   Speed   Duration   Damage
  APPRENTICE
  ____________________________________________________________
  JOURNEYMAN
  ____________________________________________________________
  1
  ____________________________________________________________
  2
  ____________________________________________________________
  3
  ____________________________________________________________
  4
  ____________________________________________________________
  5
  ____________________________________________________________
  TOTAL SPELL POINTS
  ________________
  SPELL POINT TRACKER
  TENS m m m m m   m m m m m   m m m m m   m m m m m   m m m m m
  m m m m m   m m m m m   m m m m m   m m m 
  SINGLES q q q q q   q q q q
  *Clerics do not have Apprentice or Journeyman level spells nor do they employ Spell Points. Deal with it.
  Specialization cost depends on class. Replace ‘x’ with these values based on character
  class:  5 Fighter, 7 Thief, 8 Cleric & 10 Mage
  SPELLS AVAILABLE
  LEVEL
  Appr.
  ______________________
  Jrnym.
  ______________________
  1
  ______________________
  2
  ______________________
  3
  ______________________
  4
  ______________________
  5
  ______________________
  ASSOCIATES/ALLIES/CONTACTS:
  ___________________________________________________________________________
  ___________________________________________________________________________
  ___________________________________________________________________________
  Luck Points
  Threshold of Pain
  COMBAT PROFILE WITH WEAPON #2: _______________________
  TOTAL
  Attack Bonus
  Speed
  Initiative
  Defense
  Damage
  Base Weapon Speed: __________
  Base Weapon Damage: _____________ Reach: __________
  Specialization
  +1
  +2
  +3
  +4
  +5
  Attack
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Speed
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Defense
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Damage
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Notes: ______________________________________________________________________________________
  LEVEL
  ABILITIES
  SPECIALIZATION
  TALENTS
  RACIAL BONUS
  ARMOR
  SHIELD
  MAGIC
  COMBAT PROFILE WITH WEAPON #1: _______________________
  TOTAL
  Attack Bonus
  Speed
  Initiative
  Defense
  Damage
  Base Weapon Speed: __________
  Base Weapon Damage: _____________ Reach: __________
  Specialization
  +1
  +2
  +3
  +4
  +5
  Attack
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Speed
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Defense
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Damage
  m (x BP)
  m (2x BP)
  m (3x BP)
  m (4x BP)
  m (5x BP)
  Notes: ______________________________________________________________________________________
  LEVEL
  ABILITIES
  SPECIALIZATION
  TALENTS
  RACIAL BONUS
  ARMOR
  SHIELD
  MAGIC
  
  TREASURE STOWED (in packs, bags, etc.)
  TRADE COINS
  CP
  SP
  GP
  LOCATION
  GEMS:
  JEWELRY:
  OTHER VALUABLES: 
  Magic Items or Spell Component(s)
  Effects/Notes
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  Mundane Item             Location          Mundane Item             Location
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  ________________________________    ________________________________
  Universal Skills
  Mastery†
  Acting (Lks, Cha)
  _______%
  Animal Husbandry (Wis)
  _______%
  Animal Mimicry (Wis)
  _______%
  Boating (Wis)
  _______%
  Cartography* (Int)
  _______%
  Climbing/Rappelling (Str, Dex)
  _______%
  Current Affairs (Wis)
  _______%
  Diplomacy (Cha)
  _______%
  Disguise (Int, Cha)
  _______%
  Distraction (Cha)
  _______%
  Escape Artist (Int, Dex)
  _______%
  Fire-Building (Wis)
  _______%
  Glean Info. (Int, Wis, Cha)
  _______%
  Hiding (Int, Dex)
  _______%
  Interrogation (Wis, Cha)
  _______%
  Intimidation (Str, Cha)
  _______%
  Listening (Wis)
  _______%
  Observation (Wis)
  _______%
  Pick Pocket (Dex)
  _______%
  Reading Lips (Int)
  _______%
  Recruiting (Cha)
  _______%
  Resist Persuasion (Wis)
  _______%
  Rope Use (Dex)
  _______%
  Salesmanship (Int, Wis, Cha)
  _______%
  Seduction, Art of (Cha, Lks)
  _______%
  Sneaking (Dex)
  _______%
  Survival (Wis, Con)
  _______%
  Torture (Int)
  _______%
  Tracking (Wis)
  _______%
  Other Skills
  Mastery
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  _______________________
  ______%
  S
  K
  I
  L
  L
  S
  * Cartography is Universal for those with the Literacy skill
  † Mastery is equal to lowest relevant ability unless additional BP spent
  QUIRKS & FLAWS
  ROLE-PLAYING NOTES:
  _____________________________
  ________________________________________
  _____________________________
  ________________________________________
  TALENTS & RACIAL ABILTIES
  BENEFITS:
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  _____________________________
  _________________________________________
  PROFICIENCIES
  ________________________________________________________
  ________________________________________________________
  ________________________________________________________
  LANGUAGES
  MASTERY LEVEL
  LITERATE?
  _________________
  ______________
  q
  _________________
  ______________
  q
  _________________
  ______________
  q
  _________________
  ______________
  q
  _________________
  ______________
  q
  
SOURCE: textdata/thevault/Hackmaster/5th Edition/Misc/HackMaster Basic Quick Start Guide v1.2.pdf