Tuesday, October 11, 2011
R1 - Player Character reference Sheet, Puddle Jumper
Another what might be called a lazy post but I need to work through all the stuff.
One of the reoccurring items for almost all games is the Character Sheet. For some these are simple sheets of notebook paper or printed forms from online. For others they are items that have to be just so. Character sheets are a personal preference to many and I am ashamed to admit that is me. I prefer a utilitarian sheet more than something fancy.
The Castle & Crusades Player Character Reference Sheets (R1) fall very close to the utilitarian. There is some what I would call fluff but not much. The sheets seem to be designed after the orangish first edition AD&D sheets in some way. They are groups in classes which were arranged by primary attribute. I am going to say that if you want a character sheet and are playing C&C this is something you will want. The first printing of these were nice because the included Equipment List corrected many series errors in the Encumbrance Values for items from the first edition rulebook.
From the back of the book:
"The Castles & Crusades Character Reference Sheets were created with the player in mind. With these reference sheets in hand, a player should be able to easily track and reference all a character's necessary statistics equipment and notes making play easier, more enjoyable and exciting."
The Character Reference Sheets Contain six different types double-sided character sheets. Each type derived from an attributes and their associated classes; The Fighter/Ranger (Strength), Wizard/Illusionist (Intelligence), Cleric/Druid (Wisdom), Rogue/Assassin (Dexterity), Barbarian/Monk (Constitution) and Knight/Paladin/Bard (Charisma).
"Also included is the latest Equipment List for Castles & Crusades."
Designed to facilitate attribute check rules system, these sheets include room to record all the character's vital stats from Hit Points, Armor Class, to weapons used and spells known. On the front of each sheet is hand list of your classes' abilities and room to record your racial abilities. Plenty of room is given for what's important to your character and to the game. Record your equipment, keep up with how much ammunition you've used, how much food and water you have left. There is room enough left over to describe your character and give a brief background.
Ares of Effect: 1" Radius
Casting Time: 1 Round
Saving Throw: None
Note: This spell is a variation of Fire Walk but is centered around water.
This spell will allow the magic user and others to travel between two locations in an instant. Both locations will need to have some body of water present. The size of the body and if it is naturally occurring or man made (even s largish puddle will work) present in either location will not be important and they need not match.
The travel between the two points will be handled differently depending on how the caster is using the spell. If the caster knows the location of the destination body of water the distance between the two can be up to one mile distant.
If the caster does not know the location of the secondary water then distance will be limited to 300 yards (90"). The caster will have no information about the area surrounding the destination. The DM should map out all the open water locations in the area of effect with no other information except dots. The caster can then pick any one of those in range and that is where the group will appear.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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