INFINITE REALMS PLAYERS BOOK

Chapter One - Character Creation

The first thing a role-player needs is a player-character.  This is the person that the role-player will control in the game.  This character can either be generated using the rules given in the next fourteen pages or can be selected from the standard character types at the end of the Player's Book.  Standard characters include fighters, thieves, bards and magic users.
Since generating a Infinite Realms Player-Character, PC for short, is something of a formidable task, first time players are advised to use one of the standard characters for their first gaming sessions.

Every player is issued a number of creation points, CP, usually 100, to create the character they want to role-play.  Anything that makes a character stronger costs creation points, while negative things give creation points back.
Creating a character is broken down into five steps.  First, the primary attributes are purchased, these are the building blocks of your character.  Things like strength, intelligence and willpower are measured by these ratings.
Next are the figured attributes, these cover things like how fast a character runs and how much he can carry easily.  Figured attributes are calculated from the primary attributes and aren't purchased.
Then come skills, these are all the things the character has learned how to do so far in his life. Skills can include proficiencies in everything from swordsmanship to barding.  Skills have two costs.  There is a purchase price for learning the basics of the skill, this allows the character to use the skill with some deftness.  Then there is a cost for improving one's expertise in a skill, so that it can be used with success on almost any occasion.
Outfitting the character is next; the player decides what items his character will need to begin adventuring. He will start the game with a horse, a basic adventure's pack and 25 silver pieces to spend. A good weapon and maybe some armor would be wise investments.
The final step is calculating a character's combat statistics. These show how good the character is with his new purchased weapons and, if he has them, armor and shield.

Before beginning character creation, the player should fill out the top of the character sheet. This includes your name and the name of your character. The character's race, age and gender should be written in as well. If a city and country of origin have been decided these can be listed as well. Occupation is there to help you decide on what type of character you want, just fill in a general description, like thief or warrior. You can also write in a description of what your character looks like.
If your character is going to be a magic user, he should set aside the Creation Points needed to purchase magical abilities. Usually this cost is 50 CP, though on a high magic world the cost might be as low as 25 CP and in a low magic setting could rise to 100 CP.  After you have finished with the standard character creation sheet, move on to the second section of this book, The Magic Book, to finish creating your magic user.

Basic Attributes

There are ten basic attributes. Each starts with a rating of 50. Increasing an attribute rating by one costs two points and dropping an attribute rating by one gives two points back to the player. During character creation an attribute should never be given a rating less than 25 or greater than 75.

Here is a description of the basic attributes, along with their abbreviation.

Physical Dexterity, PD, is how well and how quickly the character can use his hands and feet. This affects how fast he can run and how likely he is to succeed at physical skills like picking a lock or hitting someone with his sword. Characters with a high dexterity can generally do more things than those with low PD in the same period of time. Fighters especially need a high PD, though it is useful for any character.
Physical Strength, PS, is simply a measure of muscle. Brute strength will affect how much a character can carry around with him and how much damage he does in combat. This attribute is very important to fighters, since all weapons and types of armor have a minimum amount of strength required to even use them.
Physical Constitution, PC, has one basic function. It shows how much damage a character can take before being rendered unconscious and eventually dying. PC is vital to all characters likely to be in combat.
Mental Dexterity, MD, shows how quick the character's mind is. This affects a character's ability notice things around him, like animal tracks and secret doors. Wizards need a high MD, because their likelihood of successfully casting spells is based on it.
Mental Strength, MS, measures raw intelligence. This is not overly important to fighters, but a wizard will find that his ability with spells and the strength of his spells are based on MS.
Mental Constitution, MC, is the ability to learn in a classroom setting, to use logic and the like. Resistance to spells cast by wizards is based on this attribute, as is a wizard's number of spell points. Spell points translate into how many spells a mage can cast before resting.
Spiritual Dexterity, SD, shows how well the character gets along with others. Any sort of social interaction will be based on SD. This skill is important to priests, because their likelihood of successfully casting a spell is based on this attribute.
Spiritual Strength, SS, measures strength of character and leadership ability. A clerics power and ability to learn high level spells are based on SS.
Spiritual Constitution, SC, is willpower. This statistic is checked when the character confronts extraordinarily dangerous situations to see if he runs away. Clerics need high SC because the number of spell points they have is based on this attribute.
Intuition, IN, covers luck as well. It indicates how well a character will do with animals and how likely random situations are to go in his favor.

As you decide on your character's basic attributes write them into the grid on the upper left of the character sheet. Also keep track of how many points you spend. Depending on how many points the GM gives you to make your character you should probably use about 60 CP on attributes.  Magic users should spend closer to 30.

Figured Attributes

	Figured Attributes are derived from the basic attributes. Use the information in this section to calculate each attribute and then write it down on the character sheet just under the basic attributes.

Action Points, AP, show how much a character can do in a round, 15 seconds, of combat. 
Here’s a chart for beginning characters.
PD Rating	Action Points	
30 – 39	8	
40 – 49	9	
50 - 75	10	

Initiative, Init, helps determine who goes first in combat. Add Physical Dexterity and Mental Dexterity together and divide them by 20. Round down the result.
Walk is how far in yards a character can walk in 15 seconds, which is a combat round. The Walk rating is the action points rating multiplied by 3.
Run is how far in yards a character can run in 15 seconds. Multiply the AP rating by 10 to find Run.
Hit Points, HP, show much damage the character can take before passing out. If he takes twice his hit point total in damage he is dead. The hit points rating is Physical Constitution divided by 3, rounded down.
Encumbrance, Enc, is how much the character can carry without being slowed down. Enc is equal to Physical Strength divided by 2, rounded down.
Resistance, Res, shows how resistant the character is to illness, poison and the like. Add together Physical Constitution, Mental Constitution and Spiritual Constitution and divide this number by three, rounding down.

If your game includes magic your character will need Wizardry and Clerical Resistance, however if your game isn't going to use magic, ignore these ratings.
Wizardry Resistance, WR, is how well a character fights off wizardry magic. Low WR will mean that magic spells have a higher likelihood of hitting him, while high WR make him very resistant to magic. WR is Mental Constitution multiplied by two.
Clerical Resistance, CR, is how well the character fights off clerical magic. CR is Spiritual Constitution multiplied by two.

Skills

On the right side of the character sheet, skills are listed.  Most of the skill names are written in, but you will need to add the names of the weapon, ranged weapon and armor skills you choose.
Skills have two costs. First the base skill must be purchased, this allows the character to use the skill at the level of the attribute on which the skill is based. The base cost for each skill is listed next to the word base on the first line of the skill description below. The skill's base attribute is next to the listing Base Atr.
Second the skill number can be improved. On purchasing a base skill the skill number is zero. As this number is improved it is added to the skill's base attribute to figure the skill level. For every creation point spent, the skill number will go up by an amount ranging from 3 to 20. The amount the skill number goes up is listed next to the heading 1 point on the top line of the skill description. The most a character can spend on his skill number during character creation is five points.
Most skills have prerequisites, this is a rating in one or more of the primary attributes. If the character doesn't have at least this rating in the requisite attribute the base cost goes up by two points and the 1 point rating goes down by 2.  The skill's default rating is what a character with no base skill must use if attempting to use this skill.  It is usually a portion of a primary attribute or of another skill.
When you purchase a skill, write your skill number on the appropriate blank on the character sheet.  If you just took the base level of the skill this would be a zero.  Next add the skill number to your character's level in the skill's base to find the skill rating.  If the skill were running, for instance, the running skill number would be added to the character's physical dexterity rating to find his running skill rating.
Now the only thing left to do is to use this skill rating to find out how often your character will succeed when using this skill.  On the skill percentage chart below, find the skill's rating.  Next to the skill rating is the skill % number.  Write this down on the character sheet on  the Skill % blank.  The skill % shows how  many times out of a hundred the character will successfully use this skill when trying to do a task of average difficulty.  The adjusted skill % will be figured later.

Skill Percentage Chart

Skill Rating	Skill %	Skill Rating	Skill %	Skill
Rating	Skill %	
7 – 8	7	33 – 34	25	74 – 76	43	
9	8	35 – 36	26	77 – 80	44	
10	9	37	27	81 – 83	45	
11	10	38 – 39	28	84 – 86	46	
12 – 13	11	40 – 41	29	87 – 90	47	
14	12	42 – 43	30	91 – 94	48	
15	13	44 – 45	31	95 – 98	49	
16	14	46 – 48	32	99 - 102	50	
17 – 18	15	49 – 50	33	103 – 106	51	
19	16	51 – 52	34	107 – 110	52	
20 –21	17	53 – 55	35	111 – 115	53	
22	18	56 – 57	36	116 – 119	54	
23 – 24	19	58 – 59	37	120 – 124	55	
25	20	60 – 62	38	125 – 129	56	
26 – 27	21	63 – 65	39	130 – 135	57	
28 – 29	22	66 – 68	40	136 – 140	58	
30	23	69 – 70	41	141 – 146	59	
31 – 32	24	71 – 73	42	147 – 153	60	

Melee Weapon Skills

Dagger			Base : 2		1 point : 10		Base Atr : PD
Prerequisite: PS 25			Default: ¾ PD, Thrown Dagger or ¾ 1-H Sword
The dagger is the shortest and easiest to use of the bladed weapons. Daggers do a modest amount of damage and are easy to conceal; however they can be a defensive liability since you can't parry too well with them because of their size and poor reach. Dagger skill improves the character's chance to hit when wielding a dagger and his defensive ability.

One Handed Sword		Base : 3		1 point : 7		Base Atr : PD
Prerequisite: PS 40			Default: ½ PD, ½ Dagger or ¾ 2-H Sword
A one handed sword is a good offensive weapon and the best defensive weapon. 
A single handed sword is usually well balanced and light enough to parry quickly and long enough to parry most weapons at a good distance from the body lessening the chance of injury. On the negative side most armor, especially metal armor, is very good at stopping the sword, so it may be difficult to injure a well-armored opponent.
As a bonus, for every one point used to purchase 1-H sword skill number, 1 point of dagger skill number is granted free.

Two Handed Sword		Base : 4		1 point : 5		Base Atr : PD
Prerequisite: PS 60			Default: ½ PD or ½ 1-H Sword
A two handed sword is a powerful offensive weapon and a good defensive weapon. This weapon can do immense amounts of damage and on a good hit kill an enemy outright. Because of its size and weight it is slow and somewhat cumbersome to wield and only a very strong person can use it effectively.
As a bonus, the base 1-H skill can be purchased for only 2 points when the base 2-H sword skill is known and for every one point used to purchase 2-H sword skill number, 1 point of 1-H skill number is granted free.

Axe / Pick			Base : 3		1 point : 6		Base Atr : PD
Prerequisite: PS 40			Default: ½ PD or ½ Thrown Axe
The axe is a good, stout slashing weapon that can inflict large amounts of damage. It has a metal head attached to a wooden shaft. Picks are similar to the miner's tool of the same name. They are excellent at penetrating armor. Axes and Picks are poor defensive weapons, because they are difficult to parry with.
When the Axe/Pick skill is known the Mace/Hammer skill can be learned for 2 points.

Mace / Hammer		Base : 3		1 point : 6		Base Atr : PD
Prerequisite: PS 40			Default: ½ PD or ½ Flail
A mace has a blunt or spiked metal head attached to a shaft. Maces are somewhat slow and while they can be used to parry, they are not especially proficient at it. The hammer is a blunt weapon that focuses the power of the swing onto a very small area. Often the warhammer has a pick set opposite the blunt hammer. Maces and hammers are especially useful versus plate armor.
The club is also included under the Mace/Hammer skill.
When the Mace/Hammer skill is known the Axe/Pick skill can be purchased for 2 points.
When the Mace/Hammer skill is known the Flail/Whip skill can be purchased for 4 points.

Flail				Base : 5		1 point : 4		Base Atr : PD
Prerequisite: PS 40			Default: ¼ PD or ½ Mace
Flails have one or more weighted heads attached to a shaft by means of short chain. They are whirled into a foe, making parrying a flail very difficult, unfortunately flails are also difficult to learn how to wield without hurting oneself. Flails are primarily offensive weapons and a character's defense will tend to suffer when using one. Morning Stars are also covered by this skill. The morning star is a mace-head attached to a shaft by a short chain.
Maces and flails are related, so the Mace/Hammer base skill may be purchased for only 2 points when the Flail base skill is known and for every point spent on the flail/whip skill, 2 points may be added to the Mace/Hammer skill.

Spear / Pole-Arm		Base : 3		1 point : 6		Base Atr : PD
Prerequisite: PS 60			Default: ½ PD, ½ Thrown Spear or ½ QuarterStaff
The spear is an impaling head attached to a long shaft. It is the most common of the pole-arms. Other pole-arms include many variations of the glaive, poleaxe, pole-hammer and fork.
Pole-arms are long and unwieldy two-handed weapons, requiring a high PS rating to use.
If the Spear/Pole-arm skill is known, the QuarterStaff base skill costs 1 point.

Quarter Staff			Base : 2		1 point : 8		Base Atr : PD
Prerequisite: PS 40			Default: ¾ PD or ¾ Spear/Polearm
The quarterstaff is a large, stout piece of wood. Some variations of the quarterstaff are wound with metal bands or capped with metal. When used in combat, the warrior grasps the middle of the weapon with both hands, spread a few feet apart.
If the QuarterStaff skill is known, the Spear/Pole-arm base skill costs 2 points.

Thrown Weapon Skills

Dagger			Base : 3		1 point : 6		Base Atr : PD
Prerequisite: PS 40			Default: ½ PD or ½ Dagger
This is the skill of using throwing knives and daggers. Not all knives and daggers may be thrown, since throwing weapons must be balanced. Balanced knives and daggers generally are much more costly than their unbalanced cousins, but can be used for either throwing or melee attacks. They have a maximum range of about 15 yards.

Axe				Base : 4		1 point : 4		Base Atr : PD
Prerequisite: PS 50			Default: ¼ PD, ½ Axe
The axe is the most difficult of the throwing weapons. As with the dagger, the throwing axe must be balanced and as such is more expensive than a standard melee axe. It can be used as a melee weapon or a thrown weapon. The throwing axe has a maximum range of about 20 yards.

Javelin / Spear		Base : 3		1 point : 6		Base Atr : PD
Prerequisite: PS 50			Default: ½ PD or Spear/Pole-arm
Any spear may be thrown, other pole-arms cannot be thrown. A javelin is essentially a throwing spear that can travel about twice as far as an ordinary spear. The normal spear has a maximum range of 16 to 26 yards depending on its size, a javelin can be thrown up to 40 yards.
Ranged Weapon Skills

Bow				Base : 4		1 point : 5		Base Atr : PD
Prerequisite: PS 50			Default: ½ PD
This skill covers the short and long bows, composite bows and any other bow where the user's strength directly provides the pull for the shot. These bows are more difficult to use than cross-bows, but can be fired more quickly.

Crossbow			Base : 2		1 point : 8		Base Atr : PD
Prerequisite: PS 50			Default: ¾ PD, Bow
The crossbow is a much easier weapon to use than a normal bow, but it is much slower. As a rule of thumb, a crossbow takes twice as long to fire as a regular bow.

Sling				Base : 2		1 point : 4		Base Atr : PD
Prerequisite: PS 50			Default: ½ PD
This skill is used to throw stones using a sling. Good for killing giants.

Armor Skills

Leather			Base : 1		1 point : 4		Base Atr : PD
Prerequisite : PS 40			Default : ½ PD, Reinforced Leather
This skill covers fur, basic leather, padded leather and cuir bouilli (boiled) leather armor.
Leather armor is easy to use and not overly restrictive to movement. It offers minimal protection, but is easy to adventure in and easy on the purse.

Reinforced Leather		Base : 3		1 point : 4		Base Atr : PD
Prerequisite : PS 45			Default : ½ PD, ½ Leather
This skill includes studded leather and ring leather armor, along with any other type of leather armor with small pieces of metal affixed to it.
This armor is a step up from standard leather armor, since the metal it contains can help turn slashing and even impaling attacks. It is bulkier, however, and restricts movement more.

Chain				Base : 4		1 Point : 4		Base Atr : PD
Prerequisite : PS 50			Default : None
This skill is used for the various forms of chain mail. Light chain mail is sometimes called ring mail, with the heavier form being known as chain. Under-padding is required when wearing chain armor. Chain mail offers fine protection, but it can be cumbersome since the weight of the armor rests primarily on the wearer's shoulders.

Scale / Banded		Base : 4		1 point : 4		Base Atr : PD
Prerequisite : PS 60			Default : ½ Plate
Scale armor is scales of metal sown onto a backing of heavy cloth or leather. Banded armor is overlapping strips of armor worn over cloth or leather. Also covered is splint armor which is bands of vertical metal over chain armor and banded chain which is banded armor over chain armor. These last two are very heavy and ponderous. These types of armor offer excellent protection, but weigh a lot.
Plate				Base : 5		1 point : 4		Base Atr : PD
Prerequisite : PS 70			Default : None
This covers full plate armor along with plate and chain armor and ¾ plate. Plate armor was fitted to the wearer's body, so plate virtually has to be made for the character. This type of armor is probably the heaviest of the armors, but the weight was better distributed across the body. One of the main disadvantages is the great helm, which restricts vision. When wearing plate armor with the great helm, MD should be cut in half and SD may be halved as well.

Defensive Combat Skills

Shield				Base : 2		1 point : 4		Base Atr : PD
Prerequisite : PS 40			Default : None
This skill covers the use of all type of shields.
Using a shield can vastly improve a character's defense. The shield makes him harder hit, since the shield gets in the way of many blows and may absorb some of the damage from a successful attack. A character must have a free hand to use a shield and so cannot use a 2-Handed weapon.

Dodging			Base : 0		1 point : 5		Base Atr : PD
Prerequisite : None			Default : PD
This skill is simply that of avoiding attacks.  After some modification, it is used as a character's base defense.  An active dodging defense can also be used, it improves a character's defense dramatically, unfortunately he cannot attack while actively dodging.

Movement Skills

Running			Base : 0		1 point : 12		Base Atr : PD
Prerequisite : None			Default : PD
This skill doesn't improve a character's speed, instead it is used to make difficult running movement maneuvers, such as to avoid falling while running on ice.

Climbing			Base : 1		1 point : 8		Base Atr : PD
Prerequisite : PS 40			Default : ¾ PD
Basic climbing skills are represented by this skill. It covers mountain climbing, climbing up walls and cliffs, etc...

Swimming			Base : 2		1 point : 8		Base Atr : PD
Prerequisite : PS 30			Default : ½ PD
This is the skill of swimming and will be quite useful for any character planning extended stays around the water.
Characters with a basic skill in swimming should be able to do so automatically unless there is some kind of difficulty, such as a rough sea.

Riding				Base : 2		1 point : 7		Base Atr : IN
Prerequisite : PS 30, PD 40		Default : ½ PD
This skill is assumed to be referring to riding horses and similar animals. A separate riding skill must be purchased for other types of animals.
Survival Skills

Ambush			Base : 4		1 point : 5		Base Atr : MD
Prerequisite : PD 40			Default : ¼ MD
This is the skill of surprising your opponents by lying in wait for them. If the character sets a successful ambush he and his party get free attacks on the surprised enemy.

Stealth			Base : 2		1 point : 4		Base Atr : PD
Prerequisite : MD 50			Default : ½ PD
This skill is one of the more difficult to learn. It is simply sneaking around without being heard. This can be a useful skill for gleaning information or stealing from heavily guarded areas.

Tracking			Base : 3		1 point : 5		Base Atr : MD
Prerequisite : IN 40, PD 40		Default : None
This is the skill of following a creature by the tracks it leaves behind.

Foraging / Hunting		Base : 2		1 point : 7		Base Atr : IN
Prerequisite : MD 40			Default : ½ PD
Foraging and hunting are the surest ways to find food in the wilderness. Depending on the abundance of food in the area will take about 1 hour to rustle up food for a party of 4 to 6.

Special Skills

Disarm Traps			Base : 3		1 point : 5		Base Atr : PD
Prerequisite : MD 50			Default : ½ PD or ½ MD
This is the skill of disabling a trap without setting it off. To use this skill the character must have some way of knowing that the trap is there.

Pick Locks			Base : 4		1 point : 4		Base Atr : PD
Prerequisite : MD 50			Default : None
The most valuable skill to a thief is very difficult to learn. Some locks are trapped and will injure the character who tries unsuccessfully to pick the lock. If he has the Disarm Traps skill he may try to use it before picking the lock. 

Binding Wound		Base : 3		1 point : 6		Base Atr : MD
Prerequisite : PD 40, MD 40		Default : ½ MD
This skill is used to administer crude first aid, often on the battlefield. If it is used successfully, the injured will heal more rapidly than normal and infection may be avoided.  Used unsuccessfully, it can do more harm than good.

Barding			Base : 4		1 point : 5		Base Atr : SD
Prerequisite : PS 40			Default : ¼ PD
The livelihood of your friendly bard rests with this skill. This is the art of entertaining with stories and songs. In the, sometimes, frightfully dull middle ages a good bard will be in high demand.

Bargaining			Base : 2		1 point : 7		Base Atr : SD
Prerequisite : MD 50			Default : ½ SD or ½ MD
This is the art of haggling and getting a good deal, financially or otherwise.  It can be used anytime a purchase is made.  A character's bargaining skill might be used against that of the shopkeeper to see how good a deal he and his party get when trading in a shop.

Language Skills

Language			Base : 0		1 point : 10		Base Atr : MS
Prerequisite : None			Default : MS
This skill represents the character's knowledge of his own language. Some character's will come from a multilingual background and have this skill in several languages.

Other Language		Base : varies	1 point : varies		Base Atr : MC
Prerequisite : MS 50, SD 50		Default : None
Skill in languages that aren't native to the speaker. The GM should assign a base value between 1 and 6 depending on how common the language is and a 1 point value from 4 to 10 depending on how difficult the language is and how close it is to the character's native language.

Abilities and Disabilities

	During gameplay, PCs may acquire hindrances, such as losing an arm, or advantages, such as being blessed by a priest, that effect gameplay.  The GM will explain the effects of the ability or disability to the player.  A brief description of the ability or disability should be listed on the character sheet along with an explanation of what changes should be applied to attributes, skills and the like.

Outfitting the Character

Your character begins the game with a riding horse, preserved rations, a bedroll, 5 torches, two sets of clothing and 20 silver pieces with which to purchase other supplies.
Chapter Two is a list of items available to purchase. The first set of lists covers weapons and armor. It has all the equipment that would be in a well stocked medieval arms store. The next set of lists has all the adventuring items a character will need to tackle upcoming quests. Other lists cover transportation, lodging, groceries and much more.  Each list tells how expensive and how encumbering items are along with a description of the merchandise.
If no one in your party has at least a zero level bargaining skill, outfitting costs are 10% higher.  If someone has a zero level in bargaining, costs are normal.  Should a party member have a skill % of 45 or better, everything costs 10% less than normal and a skill % of 50 or above means outfitting costs are 20% cheaper.
Write down everything the character starts with or buys on his equipment sheet.
When a character buys a weapon, shield or armor, write it down on the appropriate blank on his equipment sheet and copy over the statistics from the player's book.
Remember the encumbrance rating of your character, too much weight on his shoulders will hinder him greatly.  A PC can carry 5 pounds over his encumbrance rating before he starts running into dexterity penalties.  If armor is worn, it doesn’t count against the encumbrance. 
Here’s a reference chart showing how encumbrance affects PD and related skills.

Pounds	 over/under Encumbrance rating 	PD modifier	
16 or more Under	+ 10%	
6-15 Under	+ 5%	
6-15 Over	- 5%	
16-30 Over	- 12%	
31-60 Over	- 25%	

After all equipment has been purchased, write down how much silver the player has left at the bottom of the equipment sheet next to Total SP.  Add up the encumbrance of everything he is carrying, things in a pack have ½ normal encumbrance, and write this next to Total Enc.
On the chart above, see if the character’s current encumbrance results in a PD modifier, if it does write it down on the Enc PD line in the armor section of the character sheet.

Combat Statistics

Once the character has his weapons and knows what, if any, types of armor and shield he'll be using, the combat statistics can be figured.

Armor and Shield Statistics

The armor statistics must be figured first. Write the type of armor the character is using on the blank next to the word armor at the lower left of the character sheet. If none is used write "none". From the equipment sheet, copy the armor's defense ratings versus crush, slash and impale attacks. If he isn't using armor place a zero in each blank.
To find the armor's PDL, Physical Dexterity Lost, rating, first add the character's skill number with this type of armor and his strength bonus, 10% of his PS, together and then divide the result by two.  Now subtract the number obtained above, rounded down, from the armor's Max PDL found on the equipment sheet and you have the armor's PDL.  The armor's PDL can never be less than the armor's Min PDL rating.  Note that a character can’t use armor with a higher Min PS rating than he has PS.
Armor PDL for a character not wearing armor is zero.

If the character is using a shield, write the type of shield used on the blank next to the label shield on the character sheet. From the equipment sheet or the shield chart in Chapter Two, copy the shield's defense rating onto the blank next to the word defense on the character sheet.
To find the shield's PDL, Physical Dexterity Lost, rating, first add the character's shield skill number and his strength bonus, 10% of his PS, together and then divide the result by two.  Now subtract the number obtained above, rounded down, from the shield's Max PDL found on the equipment sheet and you have the shield's PDL.  The shield's PDL can never be less than the shield's Min PDL rating.  A PC can’t use a shield with a higher Min PS rating than he has PS.
If no shield is used write "none" and zero on the two blanks. For Total Defense Crush add the shield defense to the armor's crush rating. For Total Defense Slash add the shield defense to the armor's slash rating. For Total Defense Impale add the shield defense to the armor's impale rating.
PD Adj % is total of the Armor PDL and Shield PDL ratings plus any adjustment for encumbrance. For every skill that has an Adjusted % next to the Skill %, subtract the PD Adj % rating from the Skill %, and write this new rating in the Adj % blank.  Skills like binding wounds and lock picking assume that the character has taken off his gloves or gauntlets.
Base Defense is found by calculating to Dodge Skill Rating (Dodge Skill Number plus PD), applying PD Adj % and adding the character's shield number.  Jot this number down on a piece of scrap paper.  The Active Dodge Defense number is twice the base defense you just calculated.  Find the defensive modifiers based these numbers on the defense chart below and write them on the Base defense and Dodge defense lines on  the character sheet.

Defense Chart

Skill Rating	Defense Modifier	Skill Rating	Defense Modifier	Skill
Rating	Defense Modifier	
30	+ 27	63 – 65	+ 11	120 – 124	- 5	
31 – 32	+ 26	66 – 68	+ 10	125 – 129	- 6	
33 – 34	+ 25	69 – 70	+ 9	130 – 135	- 7	
35 – 36	+ 24	71 – 73	+ 8	141 – 146	- 9	
37	+ 23	74 – 76	+ 7	147 – 153	- 10	
38 – 39	+ 22	77 – 80	+ 6	154 – 159	- 11	
40 – 41	+ 21	81 – 83	+ 5	160 – 166	- 12	
42 – 43	+ 20	84 – 86	+ 4	167 – 173	- 13	
44 – 45	+ 19	87 – 90	+ 3	174 – 181	- 14	
46 – 48	+ 18	91 – 94	+ 2	182 – 189	- 15	
49 – 50	+ 17	95 – 98	+ 1	190 – 198	- 16	
51 – 52	+ 16	99 - 102	0	199 – 207	- 17	
53 – 55	+ 15	103 – 106	- 1	208 – 217	- 18	
56 – 57	+ 14	107 – 110	- 2	218 – 227	- 19	
58 – 59	+ 13	111 – 115	- 3	228 – 238	- 20	
60 – 62	+ 12	116 – 119	- 4	239 – 250	- 21	

Weapon Statistics

Melee Weapons

Write the name of your character's main melee weapon on the blank under the label melee weapon. This is toward the bottom left of the character sheet.
Next consult the equipment sheet or the weapon charts at the beginning of Chapter Two and write down the type of damage it does, i.e. crush, slash or impale, under the label Dmg T. If the weapon can do more than one type of damage, write the first damage type on the first line and the second type of damage on the next line. In this case the weapon can be used in two different ways and each must be figured separately.
Next is AP Used, Action Points Used executing this attack.  On the chart below, find the AP rating of your weapon for this attack, this should be listed on the equipment sheet.  Trace across until you find the number that is closest to, but less than, your character’s adjusted weapon %.  Write down the number at the top of this column as AP Used on the character sheet.

AP Used Chart

	2	3	4	5	6	7	8	9	10	
40	67	57	50	44	40	36	33	31	29	
50	71	63	56	50	45	42	39	36	33	
60	75	67	60	53	50	46	43	40	38	
70	78	70	64	55	54	50	47	44	41	
80	80	73	67	62	57	53	50	47	44	
90	82	75	69	64	60	56	53	50	47	
100	83	77	71	67	63	59	56	52	50	

For the moment move on to the column under the label 100. This stands for 100% damage, the most damage a weapon can normally inflict. 100% damage is the weapon damage rating, Dmg, plus the strength bonus. For every 10 points of Physical Strength above the minimum needed to use the weapon, the character gains a point of strength bonus.
The 100% Damage Rating can never exceed the weapon's Maximum Damage Rating, Max D, listed on the equipment sheet.
Divided the 100% Damage Rating by 4 and round down to obtain the 25% Damage Rating and write this down under the label 25.
Divided the 100% Damage Rating by 2 and round down to obtain the 50% Damage Rating and write this down under the label 50.
Add the 25% and 50% Damage Ratings together and write this result under the label 75. This is the 75% Damage Rating.
Critical Rating and Reach can be copied directly from the weapon chart.
The Offensive % Rating is computed by adding the weapon's skill number, the skill's base attribute, the Adj PD from the armor section and the offensive bonus given on the weapon chart.  Use the result as the skill rating on the Skill Percentage Chart, to find the Offensive %.
The Defensive % Rating is computed by adding the weapon's skill number, the skill's base attribute, the Adj PD from the armor section, the shield skill number and the defensive bonus given on the weapon chart.  Use the result as the skill rating on the Skill Percentage Chart, to find the Defensive %.

Repeat this process for each melee weapon and each type of attack the weapon has.

A character may attack with two one-handed weapons.  A dagger may be used as the second weapon with any other weapon types, otherwise both weapons should be of the same type.  The primary weapon will be the one with the highest damage rating.
The damage type, AP rating, Critical rating and Reach all default to the primary weapon’s.
To calculate the damage of the attack, add one half of the 100% damage rating for the secondary weapon’s attack to the 100% damage rating of the primary and recalculate the other damage ratings.
The Offensive and Defensive ratings are the primary weapon’s rating plus 25% of the secondary weapon’s ratings.

Thrown and Missile Weapons

Write the name of your character's main thrown/ranged weapon on the blank under the word weapon toward the bottom left of the character sheet.
Next consult the equipment sheet and write down the type of damage it does, i.e. crush, slash or impale, under the label DmgT.
The next rating is AP Used, Action Points Used executing this attack.  On the chart below, find the AP rating of your weapon for this attack, this should be listed on the equipment sheet.  Trace across until you find the number that is closest to, but less than, your character’s adjusted weapon %.  Write down the number at the top of this column as AP Used.

AP Used Chart

	2	3	4	5	6	7	8	9	10	
40	67	57	50	44	40	36	33	31	29	
50	71	63	56	50	45	42	39	36	33	
60	75	67	60	53	50	46	43	40	38	
70	78	70	64	55	54	50	47	44	41	
80	80	73	67	62	57	53	50	47	44	
90	82	75	69	64	60	56	53	50	47	
100	83	77	71	67	63	59	56	52	50	

Move on to the column under the label 100. This stands for 100% damage, the most a weapon can do. 100% damage is the weapon damage rating, Dmg, plus the strength bonus. For every 20 points of Physical Strength above the minimum needed to use the weapon, the character gains a point of strength bonus. Slings and crossbows have no strength damage bonus.
The 100% Damage Rating can never exceed the weapon's Maximum Damage Rating, Max D, listed right next to the damage rating.  Divided the 100% Damage Rating by 4 and round down to obtain the 25% Damage Rating and write this down under the label 25. 
Divided the 100% Damage Rating by 2 and round down to obtain the 50% Damage Rating and write this down under the label 50.
Add the 25% and 50% Damage Ratings together and write this result under the label 75. This is the 75% Damage Rating.
The Range and Critical Ratings can be copied directly from the back of the character sheet or the weapon's charts in Chapter Two.
The Offensive % Rating is computed by adding the weapon's skill number, the skill's base attribute, the Adj PD from the armor section and the offensive bonus given on the weapon chart.  Use the result as the skill rating on the Skill Percentage Chart, to find the Offensive %.  Note that for crossbows no strength bonus is given.
The Defensive Rating is the character's Base Defense Rating.