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14:16, 16th April 2024 (GMT+0)

Submission Guidelines.

Posted by DM BardFor group 0
DM Bard
GM, 1 post
Sat 27 Jun 2020
at 00:18
  • msg #1

Submission Guidelines

1. Generate Ability Scores. Roll six sets of 4d6, drop the lowest die from each set. Assign results to the six basic attributes as you wish. See OSRIC pp 1-3 for more details.
NOTE: All 1's count as 2's

2. Select a Character Race. Ensure you satisfy Racial Min/Max for attributes.

3. Select a Character Class. Ensure you meet minimum attribute scores and the class is allowed for your racial selection. See OSRIC pp. 3-7 for more details.

4. Select an Alignment. Remember: this is a group game and antisocial behaviors will not be tolerated. I am not prohibiting players from selecting evil alignments, but if you cannot play an evil aligned character without being disruptive, perhaps this is not the game for you. See OSRIC pp 23-27 for more details.

5. Purchase Equipment. Each character begins the game with a certain amount of money to buy initial equipment—how much depends on the character’s class. See OSRIC pg. 28 for more details.

6. Starting Hit Points. 1st level characters begin play with maximum hit points. Hit points for 2nd level and up are rolled as normal.
NOTE: After 1st level, NOTE: All 1's count as 2's

7. Select Skills and Special Traits. Players are encouraged to select a few skills or special traits for their characters. Skill use in this game will primarily be driven off of attribute checks; however this is a way to customize your character a little bit. These are things that set your character apart from any other characters of the same race/class.

8. Finalize other details.
DM Bard
GM, 2 posts
Sat 27 Jun 2020
at 00:19
  • msg #2

Submission Guidelines


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Name  :                           | Race  :             | Height:
Player:                           | Gender:             | Weight:
Align:                            | Age   :             | Eyes  :
Deity :                           | Size  :             | Hair  :
                                  | Speed :             | Hand  :
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Class:
Level:
XP:                               Multi-class XP
XP for next level:                    per level:
+10%? (y/n):

Action Points:
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ABILITY SCORES

STR  XX  | Hit:      Dmg:     Open Doors:        Bend Bars/Lift Gates:
INT  XX  | Add'l Lang:        Learn:             Min/Max Spells/level:
WIS  XX  | Magical Adj:       Spell Failure:     Bonus Spells:
DEX  XX  | Surprise:          Missile:           AC adjust:
CON  XX  | HP:                Sys Shock:   %     Resurrection:   %
CHA  XX  | Max # Henchmen:    Loyalty:           Reaction:
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COMBAT
        Total   Current   Subdual |         Total   Dex   Misc
HP    :                           | Init  :         =     +
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        Total         Armor    Shield   Dex   Size   Misc
AC    :        =             +        +     +      +
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# Attacks/Round:

to hit adjust: 0
    melee (STR): 0
    missile (dex): 0
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SAVING THROWS
                                         Save   =    Base + Adjust
Paralyzation, Posion or Death Magic:            =
Petrification or Polymorph:                     =
Rod, Staff or Wand:                             =
Breath Weapon:                                  =
Spells:                                         =
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RACE ABILITIES


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CLASS ABILITIES


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LANGUAGES


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SPECIAL ABILITIES/SKILLS/TRAITS


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   WEAPON               DMG(sm/l)  Range    Weight    Type      Notes
                                   S/M/L      lb
1.
2.
3.
4.
5.

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SPELLS Available
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:
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MONEY:
  PP:      GP:       SP:      CP:
  Gems:
  Other valuables:

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GEAR (Weight):



TOTAL WEIGHT:  lbs
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MAGIC ITEMS


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DESCRIPTION


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BACKGROUND


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MOTIVATIONS


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