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CASTLE OLDSKULL
FANTASY ROLE-PLAYING SUPPLEMENT
ACR1

ADVANCED
CHARACTER RECORD 1:
THE FIGHTER
By
KENT DAVID KELLY
(DARKSERAPHIM)

ILLUSTRATED BY
HEINRICH ALDEGREVER, JOHN D. BATTEN,
IVAN BIBILIN, HARRY CLARKE, EMIL DOEPLER,
GUSTAVE DORE, ALBRECHT DURER, HENRY J. FORD,
PHILIPP LONICERUS, F. GILBERT, FRANZ HUYS,
PAUL JAMIN, FERDINAND VON KELLER,
THEODOR KITTELSEN, GUSTAV KLIMT,

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CHRISTIAN VON MECHEL, GUSTAVE MOREAU,


ALFRED RETHEL, EDOUARD RIOU, LANCELOT SPEED,
ANTOINE WIERZ, MARTEN ESKIL WINGE,
N. C. WYETH,
ET ALII

WONDERLAND IMPRINTS
2017

ONLY THE FINEST


WORKS OF FANTASY

Osr

Copyright © 2017 Kent David Kelly.


All rights reserved. No part of this character record instruction book may be used or reproduced
without the written permission of the copyright holder, Kent David Kelly. However:
You have the author’s full consent to print, alter, and reproduce the character record
sheets included as part of this download packet, so long as you do not sell them.
(Document Version 1.0)
“Only the Finest Works of Fantasy”

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INTRODUCTION

What is a character record, as compared to a character sheet? Simply speaking, a


character record takes up more than a single sheet. The level of complexity you need in
your Player Character’s (PC’s) record is dependent upon the complexity of your Game
Master’s (GM’s) campaign, as well as your personal preference.

In all my decades of playing Fantasy Role-Playing Games, I have never found a single
sheet format that appeals to all players, all the time. But I can certainly provide you
details for the two most common types of Old School Revival (OSR) players! They are:
[1] The “pure and simple” sheet, introduced c. 1980-81 as refined from earlier templates
c. 1972-1979, which gives you only the most basic information; and, [2] The “ultimate
deluxe” record, spanning multiple pages, as developed c. 1979-1985 from the classic
“goldenrod” yellow sheets issued by TSR. The Advanced form is not just a sheet, it is a
full character record designed to show the vast majority of details needed to run a fully-
realized OSR FRPG character.

You will find two templates in this packet (you did download all of the files, right?):
a Basic Character Record, which answers need [1]; and an Advanced Character Record,
which more than answers need [2]. You may fall in between those extremes, and want a
detailed record that is not as complete and massive as the Advanced one. For that need,
you will see that I have provided you a Word version of the sheet, and have sectionalized
it so that all of the sections appear without being broken across a page break. You can
therefore take the Advanced template — you will probably want to save and copy it first
— and break it apart as you see fit, to create something between the Basic and Advanced
versions that appeals specifically to you and your unique tastes.

The Basic sheet is very simple and straightforward. If you are a new player, or if you
do not understand an entry, you should consult with your GM — or even a veteran player
— for guidance. But the Advanced record can be daunting for even veteran players, until
you get used to it; and that’s why this booklet of instructions exists. This book will tell
you how to fill out every blank in the record. After you create one or two characters, you
will probably find yourself whipping through them and creating new records in no time!

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And if you’re a Game Master, I believe you will find the Oldskull Character Records
to be very useful for you too, not just for your players. I recommend using the Basic sheet
for general NPCs that need detail (beyond a paragraph “stat block”), including low-level

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henchmen, low- to mid-level villains, and random strangers that the PCs might
encounter. The Advanced record can be used to record the details of the most important
NPCs in your campaign (e.g., the Overlord), high-level henchmen, high-level villains,
and other movers and shakers that populate your game.

Whatever your need, I believe that you will find the Oldskull Character Records to be
some of the most adaptable, clear, complete, and flexible records in existence. If you have
a recommended change to them, please feel free to contact me in the product discussion
page, or via shadowed_sky@hotmail.com. I might disagree with you if you have a
specialized minority opinion, but I always listen!

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SECTION I:
OVERVIEW
[001] Player Name: The name of the person playing the character.

[002] Date Character Began: Not necessarily the day that the character was
generated, but rather the date of the first play session.

[003] Game Master: The name of the (current) Game Master for the campaign.

[004] Campaign / World: The milieu name given to the campaign’s world by the
GM.

[005] Character Given Name: The character’s first name.

➢ For assistance in choosing a given name, refer to supplement DDE1,


Dungeon Delver Enhancer, Part II, Section 1.

[006] Family Name: The character’s last name.

➢ For assistance in choosing a family name, refer to supplement DDE1,


Dungeon Delver Enhancer, Part II, Section 2.

[007] Epithet: The character’s nickname, sobriquet, or other appellation.

➢ For assistance in choosing an epithet, refer to supplement DDE1,


Dungeon Delver Enhhancer, Part II, Section 3.

[008] Title: The character’s level title, and / or noble title.

➢ For level titles used in the World of Oldskull campaign, refer to


supplement CDDG2, The Classic Dungeon Design Guide Book II, Part
II.

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➢ For noble titles used in the World of Oldskull campaign, and their
associated experience levels, refer to supplement GWG1, Game World
Generator, Part III, Section 15.
➢ Player Characters of low experience level will have a level title, but
never a noble title.

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SECTION II:
ABILITIES
[009] STR (Strength): The character’s strength score.

[010] Strength Score: The character’s strength ability score, typically ranging from
3 to 18.

[011] Strength % Score: This field is used solely for “Exceptional (Percentile)
Strength,” a rating which distinguishes between warrior-archetype characters
who possess an 18 Strength. For example, STR 18/32% is exceptional, but
nevertheless it is slightly weaker than STR 18/33%.

[012] Strength Descriptor: The adjective that is assigned to the character, on the
basis of strength, which helps the players and the GM to envision the character
and to compare to other NPCs.

➢ For ability descriptors used in the World of Oldskull campaign, refer to


supplement DDE1, Dungeon Delver Enhancer, Part 3, Section 1.
➢ Descriptors for other abilities (DEX, CON, INT, WIS, CHA) can be
found in DDE1 as well.

[013] Melee Hit: The character’s modifier to melee to hit rolls, based on strength.

[014] Damage Adj.: “Damage Adjustment.” The character’s modifier to melee


damage rolls, based on strength. The adjustment — if positive — also applies
to missile weapons, if the character is using heavy ranged weapons custom-
designed for his or her superior strength.

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[015] Enc. Adj.: “Encumbrance Adjustment.” The character’s modifier to the


maximum weight allowance which can be carried, expressed in coin-bulk
units (cn), and based on strength.

[016] Open Doors: The character’s chance to open stuck or locked doors, expressed
either as a die range or as a percentage. Based on strength. Superior strength
can also allow for the opening of magically held portals.

[017] Bend Bars: The character’s percentage chance to bend the bars of a portcullis
or cage, or to lift a heavy mechanical gate. Based on strength.

[018] Enc. Max.: “Encumbrance Maximum.” The character’s maximum weight


allowance which can be carried, expressed in coin-bulk units (cn), and based
on strength. A character’s Encumbrance Maximum is equal to 1,500 cn, plus
or minus the Encumbrance Adjustment (above).

[019] DEX (Dexterity): The character’s dexterity score.

[020] Init. Adj.: “Initiative Adjustment.” The character’s modifier, based on


dexterity, to initiative dice that are rolled during an encounter. This
adjustment is used in personal initiative systems (a different roll for every
character), not in group initiative systems.

[021] Range Adj.: “Ranged Attack To Hit Adjustment.” The character’s modifier
to missile to hit rolls, based on dexterity.

[022] Def. Adj.: “Defense Adjustment.” The character’s modifier to Armor Rating
(AR) vs. dodgeable attacks, and the saving throw modifier vs. dodgeable
attack forms. Based on dexterity.

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[023] CON (Constitution): The character’s constitution score, typically ranging


from 3 to 18.

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[024] HTK Adj.: “Hits to Kill Adjustment.” The character’s modifier applied to all
dice rolled which are made to generate Hits to Kill (HTK) points.

[025] SS Surv.: “System Shock Survival.” The character’s percentage chance, based
on constitution, to survive drastic shocks such as polymorphing, shape
shifting, and so forth.

[026] Res. Surv.: “Resurrection Survival.” The character’s percentage chance,


based on constitution, to survive the process of resurrection.

[027] INT (Intelligence): The character’s intelligence score, typically ranging from
3 to 18.

[028] Add. Lang.: “Additional Languages.” The number of extra languages the
character knows, in addition to (a) the Common Tongue, (b) the divine /
infernal Alignment Language, and possibly (c) the homeland realm’s
language (if that distinction is made by the GM). These are the “basic
languages,” which every character possesses. Based on intelligence.

Please note that human characters tend to have more additional languages
than demi-humans do, because demi-humans are already taught other
languages (demi-human and humanoid) as a result of their upbringing.

➢ For the World of Oldskull random language determination system,


please refer to supplement DDE1 Dungeon Delver Enhancer, Part 6,
Section 3.

[029] Literacy: Brief notes on whether the character can read and write, and
whether that ability is rudimentary or proficient. Based on intelligence.

~ (There are additional spell-related variables pertaining to intelligence, but


these considerations are not needed on the Fighter Player Character Record.)

[030] WIS (Wisdom): The character’s wisdom score, typically ranging from 3 to 18.

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[031] Magical Attack Adj.: “Magical Attack Adjustment.” The character’s modifier
to saving throws made against most forms of psychic attack. Based on
wisdom.

[032] MA Notes: “Magical Attack Notes.” An optional field for reminders to the
player, letting them know which types of attacks the Magical Attack
Adjustment can apply to. Examples of effects you might want to remember
(before falling prey to them!) include mind control, hypnosis and charm.

~ (There are additional spell-related variables pertaining to wisdom, but these


considerations are not needed on the Fighter Player Character Record.)

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[033] CHA (Charisma): The character’s charisma score, typically ranging from 3 to
18.

(Note Bene: In the World of Oldskull campaign, Comeliness is ignored as a


separate statistic, because it is directly related to Charisma. Splitting personal
magnetism into both Charisma and Comeliness actually makes Charisma less
important on its own, when it is already undervalued by many players. Game
Masters are encouraged to bake CHA and COM into a single stat, and to stress
the importance of men-at-arms, henchmen, and other followers in the
campaign, so that Charisma is not used solely as a “dump stat” by munchkin-
minded players. Reaction roll mechanics should be used as well.)

[034] Max. NPCs: “Maximum Number of Henchmen.” This is the maximum


number of NPCs that a PC can control under sole command. This number
applies to henchmen, hirelings, and men-at-arms. Based on charisma.

[035] Loyal (ML): “Henchman Loyalty Rating.” Depending on the rules system,
this can be a percentage, or a Morale (ML) score between 2 and 12, or
something else. In all instances, it is a measure of NPC loyalty to the PC while
under duress. Based on charisma.

[036] React. Adj.: “Reaction Adjustment.” Depending on the rules system, this can
be a percentage, or a modifier to rolls between 2 and 12, or something else. In
all instances, it is a measure of “stranger” NPC and sentient monster attitudes
toward the PC during situations such as parley, communication, barter,
buying and selling, bluffing, and so forth. Based on charisma.

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SECTION III:
RACE AND SEX
[037] Sex: The character’s gender, as chosen by the player.

[038] Race: The character’s race, or species (human, dwarf, elf, etc.).

[039] Sub-Race: This section is rarely used for human characters, unless your GM
says otherwise. (Some campaigns have different types of humans hailing
from different worlds or climates; I use Frank Herbert’s Dune as an example,
where “Fremen” and “Sardaukar” would be unique human sub-races.) For
demi-humans, this section is used to classify the character’s racial distinction
(moon elf, sun elf, forest elf, whatever).

[040] Clan: The character’s clan name, and/or type (nomads, barbarians, warriors,
hunters, etc.). This usually applies to demi-human characters, but can also
apply to human characters based on the GM’s preference and campaign
design.

➢ For an example of clan differentiation (for druids) and its potential


usefulness in a campaign, please refer to supplement DDE1 Dungeon
Delver Enhancer, Part 4, Section 2.
➢ Refer also to section Part 6, Section 1, Determining Clan and Family
Trades.

[041] STR Mod.: “Strength Modifier.” For demi-humans only. The racial
adjustment to the character’s strength ability score (-1, +2, whatever). Note
that different sub-races, not just races, can have differing ability score
modifiers. (For example, compare sylvan elf STR and INT.)

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[042] DEX Mod.: “Dexterity Modifier.” The racial adjustment to the character’s
dexterity ability score.

[043] CON Mod.: “Constitution Modifier.” The racial adjustment to the character’s
constitution ability score.

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[044] INT Mod.: “Intelligence Modifier.” The racial adjustment to the character’s
intelligence ability score.

[045] WIS Mod.: “Wisdom Modifier.” The racial adjustment to the character’s
wisdom ability score.

[046] CHA Mod.: “Charisma Modifier.” The racial adjustment ot the character’s
charisma ability score.

(See also my notes and GM advice pertaining to CHA vs. COM, above.)

[047] Age: The character’s current age, in years. You will probably also want to use
this field to track artificial, monster-caused, or spell-induced aging (or
longevity).

In most campaign worlds, a character’s natural age maximum — the age at


which the character will die, unless something violent happens first — is
known to the GM, but not to the player, and so there is not a field for this
variable in the Player Character Record form.

[048] Age Category: A brief descriptor (Young Adult, Mature, etc.) classifying the
character’s age, in regards to race and sub-race, for game tracking purposes.
Age categories have a significant affect on ability scores.

[049] Ability Adj.: “Age-Related Ability Score Adjustments.” Record here if your
character’s Age Category (above) gives him or her +1 STR, +1 INT, or
whatever. Keep in mind that a long-lived character may enter the next age
category during campaign play, resulting in unexpected permanent changes
to ability scores!

[050] Racial Lore: Special knowledge which is learned by long-lived and isolated
demi-humans, prior to beginning the game at experience level 1.

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➢ For more information on Racial Lore, based on race, refer to


supplement DDE1 Dungeon Delver Enhancer, Part 7, Section 1.

[051] Racial & Sub-Racial Abilities, Level Limits, etc.: This is a catch-all area,
where you can list a demi-human’s racial skills, blood enemies (goblins,
kobolds, etc.), vision adjustments, and so forth.

Please note that there are also separate sections for combat and saving throw
modifiers, in the appropriate fields which appear later in the Player Character
Record.

SECTION IV:
PROFESSION
[052] Archetype: The archetype, or calling, or a character (either Mage, Priest,
Rogue, or Warrior). This distinction is separate from class; for example,
classes such as Fighter, Barbarian, Paladin, Ranger, and so forth all fall under
the warrior archetype.

In some rule systems, the archetype is important as a shorthand descriptor of


equippable / permissible weapons and armor.

In most games, the archetype is a GM’s clue as to the nature of an NPC; you
might see a “warrior,” but you wouldn’t know the NPC’s class until you
observe and investigate further.

[053] Class: The character’s class.

Due to complexity and templating difficulty, the single-classed Oldskull


character sheets are not intended for multi-classed characters (F/MU/T etc.) …
at least, not yet. Therefore, only a single class needs to be listed in this field.

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[054] Theme / Specialization: A character’s detailed distinction of preferred skills


and play style. For example, a fighter might be a sergeant, or an archer, or a
gladiator, or highlander, and so forth.

➢ For an extensive list of over 250 suggested character themes, refer to


supplement DDE1 Dungeon Delver Enhancer, Part 4, Section 4.

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[055] Experience Level: The character’s current experience level.

[056] Current Experience: The character’s current number of experience points.

[057] XP Mod.: “Experience Point Modifier.” The bonus, if any, that the character
receives to all experience points earned, due to high ability scores.

By the way, here is a nice recordkeeping hack that you can use to save some
time if your Game Master approves: Every time your character gains an
experience level — even experience level 1 — subtract the points needed for
this level, from the points needed for the next level. Then apply the XP
modifier to the resulting sum, and give the character that many “free”
experience points.

For example, if you have a level 1 fighter (needing 0 XP to qualify for level 1,
and 2,000 XP to qualify for level 2), you would subtract 0 from 2,000, and then
apply the XP modifier (say, 10%) to give the fighter 200 XP. If you do this, you
and your GM never need to track XP modifiers after every encounter, because
the XP bonus for that level has already been applied.

[058] Next Level: The amount of experience points the character needs to attain the
next experience level.

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SECTION V:
MOVEMENT
~ This section is split into four brackets: Maximum / Base Movement Rate
(100%), Equipped Movement Rate (75%), Encumbered Movement Rate (50%)
and Overburdened Movement Rate (25%).

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These factors indicate the reductions to the character’s speed, based on the
current load of equipment and treasure carried. If a character has a base
movement of 12 (100%), then his equipped move would be 9 (75%), his
encumbered move would be 6 (50%), and his overburdened rate would be 3
(25%).

For demi-humans with base speeds other than 12, you should round the
amount up to the next highest whole number. For example, a halfling has a
base movement rate of 9 (100%). The other rates are 7 (75%, rounded up from
6.5), 5 (50%, rounded up from 4.5), and 3 (25%, rounded up from 2.25).

[059] Maximum / Base Movement Rate, Min. Enc.: “Minimum Encumbrance.”


The lowest possible encumbrance score (in coins, cn) that the character can be
holding, which is always zero. This space is redundant, but included for
consistency’s sake (hey, I’m an obsessive personality … it’s why I’ve written
you so many supplements).

[060] Maximum / Base Movement Rate, Max. Enc.: “Maximum Encumbrance.”


The highest possible encumbrance score that the character can be holding,
while still retaining full movement rate.

As an example, a character with STR 10 has a maximum weight allowance of


1,500 cn. When we multiply 1,500 cn by 0.25, we get 375. This means that the
character can hold between 0 and 375 cn, and still move at 100% speed. The
moment they carry 376 cn, their speed is reduced to 75%. These “break points”
are arbitrary, but they work well in play.

Formula: INT (Maximum Weight Allowance x 0.25)

[061] Maximum / Base Movement Rate, Speed: The character’s movement rate in
this unhindered bracket. For a human, this rate is 12.

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[062] Equipped Movement Rate, Min. Enc.: “Minimum Encumbrance.” The


lowest possible encumbrance score that the character can be holding, to still
be stuck in this movement bracket. To continue our example, a STR 10 human
with a maximum weight allowance of 1,500 would be stuck at movement rate
9 at 376 cn, but would speed up to 12 at 375 cn.

Formula: INT (Maximum Weight Allowance x 0.25) +1

[063] Equipped Movement Rate, Max. Enc.: “Maximum Encumbrance.” The


highest possible encumbrance score that the character can be holding, while
still retaining 75% movement rate.

For the STR 10 human who can carry 1,500 cn, this number is 750. This means
that the character can hold between 376 and 750 cn to move at rate 9. At 751
cn, he would be reduced to rate 6.

Formula: INT (Maximum Weight Allowance x .5)

[064] Equipped Movement Rate, Speed: The character’s movement rate in the 75%
bracket. For a human, this rate is 9.

[065] Encumbered Movement Rate, Min. Enc.: “Minimum Encumbrance.” The


lowest possible encumbrance score that the character can be holding, to still
be stuck in this movement bracket. To continue our example, a STR 10 human
with a maximum weight allowance of 1,500 would be stuck at movement rate
6 at 751 to 1,125 cn.

Formula: INT (Maximum Weight Allowance x .5) + 1

[066] Encumbered Movement Rate, Max. Enc.: “Maximum Encumbrance.” The


highest possible encumbrance score that the character can be holding, while
still retaining 50% movement rate.

For the STR 10 human who can carry 1,500 cn, this number is 1,125.

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Formula: INT (Maximum Weight Allowance x .75)

[067] Overburdened Movement Rate, Min. Enc.: “Minimum Encumbrance.” The


lowest possible encumbrance score that the character can be holding, to still
be stuck in this movement bracket. To continue our example, a STR 10 human
with a maximum weight allowance of 1,500 would be stuck at movement rate
3 at 1,126 to 1,500 cn.

Formula: INT (Maximum Weight Allowance x .75) +1

[068] Overburdened Movement Rate, Max. Enc.: “Maximum Encumbrance.” The


highest possible encumbrance score that the character can be holding, while
still moving (at 25% movement rate).

For the STR 10 human who can carry 1,500 cn, this number is 1,500.

Now that your head is spinning from all that old school math, I will show mercy and
provide you with the World of Oldskull version of this system, with all of the calculated
amounts that you can use to fill out this part of the Player Character Record in the future.
But remember, you need to know how to do the math before you take the shortcut! ;-)

Character’s 100% Speed 75% Speed 50% Speed 25% Speed


STR (Min.-Max.) (Min.-Max.) (Min.-Max.) (Min.-Max.)
3 0 to 287 288 to 575 576 to 862 863 to 1,150
4 0 to 300 301 to 600 601 to 900 901 to 1,200
5 0 to 312 313 to 625 626 to 937 938 to 1,250
6 0 to 325 326 to 650 651 to 975 976 to 1,300
7 0 to 337 338 to 675 676 to 1,012 1,013 to 1,350
8 0 to 350 351 to 700 701 to 1,050 1,051 to 1,400
9 0 to 362 363 to 725 726 to 1,087 1,088 to 1,450

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Character’s 100% Speed 75% Speed 50% Speed 25% Speed


STR (Min.-Max.) (Min.-Max.) (Min.-Max.) (Min.-Max.)
10 0 to 375 376 to 750 751 to 1,125 1,126 to 1,500
11 0 to 387 388 to 775 776 to 1,162 1,163 to 1,550
12 0 to 400 401 to 800 801 to 1,200 1,201 to 1,600
13 0 to 412 413 to 825 826 to 1,237 1,238 to 1,650
14 0 to 425 426 to 850 851 to 1,275 1,276 to 1,700
15 0 to 443 444 to 887 888 to 1,331 1,332 to 1,775
16 0 to 462 463 to 925 926 to 1,387 1,388 to 1,850
17 0 to 500 501 to 1,000 1,001 to 1,500 1,501 to 2,000
18 (no %) 0 to 562 563 to 1,125 1,126 to 1,687 1,688 to 2,250
18 (01%) 0 to 625 626 to 1,250 1,251 to 1,875 1,876 to 2,500
to 18 (50%)
18 (51%) 0 to 687 688 to 1,375 1,376 to 2,061 2,062 to 2,750
to 18 (75%)
18 (76%) 0 to 750 751 to 1,500 1,501 to 2,250 2,251 to 3,000
to 18 (85%)
18 (86%) 0 to 812 813 to 1,625 1,626 to 2,437 2,438 to 3,250
to 18 (90%)
18 (91%) 0 to 875 876 to 1,750 1,751 to 2,625 2,626 to 3,500
to 18 (93%)
18 (94%) 0 to 937 938 to 1,875 1,876 to 2,812 2,813 to 3,750
to 18 (95%)
18 (96%) 0 to 1,000 1,001 to 2,000 2,001 to 3,000 3,001 to 4,000
to 18 (97%)
18 (98%) 0 to 1,062 1,063 to 2,125 2,126 to 3,187 3,188 to 4,250
to 18 (99%)
18 (00%) 0 to 1,125 1,126 to 2,250 2,251 to 3,375 3,376 to 4,500

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Additionally, here are the racial movement rates that we use in the World of Oldskull
campaign. Your GM’s opinion of such things may differ … confer with them first.

Race 100% Speed 75% Speed 50% Speed 25% Speed


Dwarf 6 5 3 2
(60’ / round) (50’ / round) (30’ / round) (20’ / round)
Elf, Dokkalfar, 15 12 8 4
Female (150’ / round) (120’ / round) (80’ / round) (40’ / round)
Elf, Wild 15 12 8 4
(150’ / round) (120’ / round) (80’ / round) (40’ / round)
Elf, Any Other 12 9 6 3
(120’ / round) (90’ / round) (60’ / round) (30’ / round)
Gnome, 9 7 5 3
Netherworld (90’ / round) (70’ / round) (50’ / round) (30’ / round)
Gnome, 6 5 3 2
Surface (60’ / round) (50’ / round) (30’ / round) (20’ / round)
Half-Elf 12 9 6 3
(120’ / round) (90’ / round) (60’ / round) (30’ / round)
Half-Ogre 12 9 6 3
(120’ / round) (90’ / round) (60’ / round) (30’ / round)
Half-Orc 12 9 6 3
(120’ / round) (90’ / round) (60’ / round) (30’ / round)
Halfling 9 7 5 3
(90’ / round) (70’ / round) (50’ / round) (30’ / round)
Human 12 9 6 3
(120’ / round) (90’ / round) (60’ / round) (30’ / round)

(Keep in mind that monks, barbarians, etc. can have varying movement rates.)

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SECTION VI:
SKILLS & ABILITIES
~ Note: The dungeoneering skills (climbing, finding and removing traps, etc.)
are frequently relegated to rogue classes only. However, this creates a huge
problem, because it implies that the vast majority of adventures have a 0%
chance to open locks, find traps, climb walls or move around. This ridiculous
situation can be fixed in many ways, but here is how we handle it in the World
of Oldskull campaign (for your consideration):

All characters gain all percentage-based dungeoneering skills, except for the
ability to read magic, as if they were level 1 thieves, at experience level 1. This
excludes non-percentage skills, such as backstabbing or assassination.

All characters gain the DEX modifiers to dungeoneering skills.

All characters who have thieving skills as part of their class abilities, proceed
at the progression rates per level that are listed in the rules.

All characters who do not have thieving skills as part of their class abilities,
proceed at a rate equal to their experience level minus 3. This means that 1st-
4th level fighters (for example) have the percentages of level 1 thieves, 5th
level fighters have the percentages of level 2 thieves, 6th level fighters have
the percentages of level 3 thieves, and so forth. These non-thief percentages
top out at experience level 10+, when non-thief characters have the percentage
abilities of level 7 thieves.

➢ For additional rogue-themed dungeoneering skills that your GM might


want to consider in the campaign, please refer to supplement DDE1
Dungeon Delver Enhancer, Part 6, Section 4.

[069] Climb: The character’s chance to climb walls and sheer surfaces.

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[070] Decipher Languages: The character’s chance to read (at a very rudimentary
level) unfamiliar languages. Note that only characters with thieving skills as
part of their class abilities can read magical languages. All characters,
however, have a chance to read a non-magical language, unless the GM
decides otherwise. (Truly alien, or dead, languages may prove to be
indecipherable outside of the use of magic.)

[071] Find / Disarm Traps: The chance to locate, and to remove, traps. These
activities require separate rolls.

[072] Hear Noise: The chance for the character to hear important noises in difficult
circumstances, or quiet noises that signify danger. Classically, this means
listening at doors to detect monsters.

[073] Hide in Shadows: The chance for the character to hide in shadowy areas, or
areas with decent soft cover (undergrowth, for example).

[074] Move Silently: The chance for the character to move without making a noise,
in difficult circumstances. Armor worn can present a significant penalty to
the chance of success.

[075] Open Locks: The chance for the character to open locks, without a key, and
without breaking them … which requires a set of lock picks.

[076] Steal / Pick Pockets: The chance for a character to steal an item that is located
on the victim’s person, or under the person’s watchful eye, without them
noticing. A distraction is implied where necessary.

[077] Non-Prof. Weap. Adj.: “Non-Proficient Weapon Adjustment.” The die roll
penalty that a character must suffer, when attacking with a weapon that he /
she is not trained to use.

[078] [1st, 2nd, etc.]: The list of known weapon proficiencies, listed in the order that
they are learned.

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[079] Non-Prof. NWP Adj.: “Non-Proficient Adjustment for Non-Weapon


Proficiencies.” This is an unwieldy way of saying, “The die roll penalty that a
character must suffer, when using a skill that he / she does not possess.”
Examples include first aid, herbalism, and navigation. This is highly variable,
depending on the rules that are using; and it might not apply at all. Consult
with your GM.

[080] [1st, 2nd, etc.]: The list of known non-weapon proficiencies (skills), listed in
the order that they are learned.

[081] Weapon Mastery & Fighting Style: If your GM allows the (frequently
overpowered!) advantage of weapon mastery, you should record the details
— weapon type, attack rate, to hit bonus, damage bonus, and other factors —
here.

Also, this area can be used to denote a character’s fighting style, which is the
set of weapons that he first learned and / or is most comfortable using. This is
a bit of role-playing color, rather than a denotation of skill.

➢ For full details on suggested fighting styles (which mostly apply to


NPCs, but can apply to PCs and give you some great atmospheric
ideas), please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 6, Section 5.

[082] Secondary Skill: The profession that the character was learning as a trade, if
any, before taking up a life of adventuring.

➢ For the World of Oldskull PC skill selection system, please refer to


supplement DDE1 Dungeon Delver Enhancer, Part 6, Section 2.

[083] Clan / Family Trade: In the World of Oldskull campaign, demi-humans have
clan trades, which are the means by which the enclave lives, barters, and
provides services to others. At the GM’s discretion, humans from a traditional
clan or extended family background may also possess these talents.

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➢ For the fully detailed World of Oldskull system, please refer to


supplement DDE1 Dungeon Delver Enhancer, Part 6, Section 1.

[084] Known Languages: All of the languages which the character knows. You will
want to list [1st] the character’s racial language (if a demi-human), [2nd] the
character’s native realm language first (if any), [3rd] the Common Tongue,
[4th] the divine / infernal Alignment Tongue, and [5th] any other known
languages, in an order of your preference. This sequence denotes the
character’s relative fluency, in declining order. So the 1st language has perfect
fluency, the 2nd and 3rd are near-perfect, and so on and so forth. The last
language listed is known in only a very rudimentary fashion; the character
will know basic words when they are heard or read, but speaking them will
be difficult, and complex words will be unknown.

The GM’s discretion is needed here, but this “list in order of fluency” system
is a nice shortcut that gives the GM good information on the character’s
abilities without necessitating yet another skill system to keep track of.

➢ For the World of Oldskull random language determination system,


please refer to supplement DDE1 Dungeon Delver Enhancer, Part 6,
Section 3.

[085] Chance to Surprise: The chance the character has to surprise enemies at the
beginning of an encounter. In most rules systems, this is expressed as a die
roll chance (1 in 10, 2 in 6, etc.); but in some systems it may be a percentage.

[086] Chance Surprised: The chance the character has to be surprised by enemies
at the beginning of an encounter.

[087] Initiative Adjustment: The modifier to the character’s initiative roll, if a


personal initiative system is being used. (Refer to the section above, where
this is discussed under Dexterity.)

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[088] Psychic Ability Rating: The character’s psychic, or psionic, strength points.
It is a measure of attack strength plus defense strength.

[089] Att. Str.: “Psychic Attack Strength.” The character’s psychic power that is
used to attack other psychics.

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[090] Att. Mode: “Psychic Attack Modes.” The letter codes for any psychic attack
forms the character possesses.

[091] Def. Str.: “Psychic Defense Strength.” The character’s psychic power that is
used to defend against psychic attacks made by enemies.

[092] Def. Mode: “Psychic Defense Modes.” The letter codes for any psychic
defense forms the character possesses.

[093] Major Disciplines: The major miscellaneous psychic powers (beyond attack
and defense) that the character possesses.

[094] Minor Disciplines: The minor miscellaneous psychic powers (beyond attack
and defense) that the character possesses.

[095] Notes, Sanity, etc.: This section can be used to record the effects of recent
psychic combat, any current insanities, mind-controlled opponents, the
current duration of a coma state, and so forth.

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SECTION VII:
COMBAT / PROWESS (I) ~
OFFENSE / ATTACKS
[096] Armor Rating (10, 9, 8, etc.): The Armor Rating (AR) of an opponent, to be
paired with the die roll (D20) that the character needs to hit an enemy of that
AR. For example, if the enemy is AR 5 and the character’s to hit roll vs. that

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AR is 14, then the character needs to roll a 14 or higher on 1D20 to hit the
opponent.

The exact numbers needed to fill out this category can be found in the combat
section of your preferred rules system.

[097] Base Melee To Hit Score: The character’s base number needed to hit Armor
Rating zero (AR 0), using a melee weapon, modified by STR. Zero is chosen
because it allows for quick mental calculations of the to hit numbers for any
positive or negative Armor Rating.

[098] Armor Rating (0, -1, -2, etc.): The armor / protection rating of the enemy that
the character is attempting to hit. Please note that this is an old school AR
matrix, with AR 10 representing an unarmed DEX 10 normal human
opponent, and lower ARs (down into negative numbers at times) representing
better-armored targets.

[099] Base Missile To Hit Score: The character’s base number needed to hit Armor
Rating zero (AR 0), using a missile or thrown weapon, modified by DEX.
Please note that this number is for short range; most systems apply further
penalties for ranged attacks made at medium or long range.

[100] Item Held in Left Hand: The weapon, shield, or item that is carried in the
character’s left hand while adventuring in a dangerous area, unless otherwise
specified by the player.

[101] Item Held in Right Hand: The item that is carried in the character’s right
hand. If the character is wielding a two-handed weapon, indicate “ Same”
in this field.

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[102] Weapon: The weapons that the character has equipped, or is carrying on his
or her person. Generally speaking, the first line is for the preferred melee
weapon, the second line is for the preferred missile weapon, and backup
weapons which are not commonly equipped (e.g., a dagger in a boot sheath)
are listed thereafter.

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[103] # Att.: “Number of Attacks.” The number of attacks the character can make
with the weapon, per round. This can be based on experience level, weapon
mastery, weapon type, and / or rate of fire.

[104] Min. Space: “Minimum Space Required.” The smallest area, in feet, that the
weapon can be wielded in. For half-ogre characters, a +2’ penalty applies to
these figures.

[105] Max. Range: “Maximum Range.” The farthest the weapon can reach in
combat, when wielded by the character. For melee weapons, this is the length
of the weapon; half-ogre characters apply a +2’ bonus to these figures. For
missile weapons, this is the maximum range of the weapon’s projectiles.

[106] Speed Factor: The speed indicator for the weapon (1st, 2nd, 3rd, etc.). The
particulars vary between various game systems.

[107] Dmg. S/M: The damage the weapon inflicts vs. small- or medium-sized
targets, with all strength and magical bonuses applied. This is usually
expressed as a dice range, e.g. 2D4+1.

[108] Dmg. L: The damage the weapon inflicts vs. large targets, with all strength
and magical bonuses applied.

[109] Notes, Ammunition, Condition, Magic, Value, etc.: Any further notes
needed to summarize the weapon’s effectiveness in combat.

[110] Special Combat Condition 1, 2, 3: Various penalties and bonuses for combat
accuracy and / or damage, depending on the character and weapons (+1 vs.
orcs, -2 cursed, +1 damage on a 20, whatever).

~ (Unarmed combat rules vary from system to system, but these are Gygaxian
precepts based on the 1979 rules.)

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[111] Unarmed Combat, Grappling Ability (Base): The character’s “Base Score to
Grapple,” which is the percentage chance to wrestle with and dominate an
enemy.

[112] Unarmed Combat, Pummeling Ability (Base): The character’s “Base Score to
Pummel,” which is the percentage chance for a non-monk character to punch
(and in some cases, kick) an enemy.

[113] Unarmed Combat, Overbearing Ability (Base): The character’s “Base Score
to Overbear,” which is the percentage chance for a character to knock a
medium opponent off of his balance and / or footing.

[114] Combat Notes: A catch-all category, for any further pertinent information
you may require. I like to use this section to remind myself of various pages
in the player rulebook (P34, P50, etc.) that I may like to commonly refer to.

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SECTION VIII:
COMBAT / PROWESS (II) ~
DEFENSE / PROTECTION
[115] Armor Worn: The basic armor (chainmail, scale mail, full plate armor,
whatever) that is worn by the character while adventuring.

You might also want to specify the character’s armor size notation, for the
GM’s use: I = Small (Gnome- or Halfling-Sized), II = Small-Medium (Dwarf-
Sized), III = Light Medium (Elf-Sized), IV = Medium (Half-Orc, Half-Elf or
Human-Sized), V = Large (Half-Ogre-Sized). A discovered suit of tier IV plate
mail, for example, could fit most half-orc, half-elf, or human characters
without major adjustment.

[116] Base AR: The character’s Armor Rating (AR), affected solely by the armor
worn. This number ignores shields, dexterity, and most magical bonuses, but
it does include magical bonuses inherent in the armor. For example, non-
magical chainmail is Base AR 5, while a suit of +2 magical chainmail is Base
AR 3.

[117] Cond. / Value / Other Notes: This is where you can record the worn armor’s
damage, value in gold pieces, magical abilities, or other attributes (rusted,
tight-fitting, silver-engraved, whatever) as specified by the GM.

[118] Shield Used: The shield type, if any, that is used by the character and held in
the off-hand (the left hand for right-handed characters, the right hand for left-
handed characters). Usually, shields are classified in the following tiers: I =
Buckler, II = Small, III = Normal (or Medium), IV = Large. There is also the V
= Very Large category, which includes unique magical artifacts such as the
Shield of Ajax, requiring a minimum of 18 (100%) strength to use.

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[119] AR Bonus: The AR bonus conferred by the shield. For most magical shields
in most rules systems, this bonus is +1 or +2, but may be situation-dependent
or higher … consult with your GM. Be sure to also include the shield’s magical
bonus (if magical) or penalty (if cursed).

[120] Cond. / Value / Other Notes: This is where you can record the used shield’s
damage, value in gold pieces, magical abilities, or other attributes (nearly
cloven, iron-rimmed, wooden, embossed, spiked, whatever) as specified by
the GM.

[121] Magical / Divine / Infernal Protection: This is where you can record the
character’s magical or deity-instilled magical protections, whatever they may
be. Be sure to signify both the bonus, and the piece that confers the bonus, as
applicable. For a high level character, this entry might be something like “+2
(magic field plate), +2 (magic shield), +1 (aura of Ares, one day / month).”

[122] Front AR: The character’s best Armor Rating, when facing opponents head
on. This number includes the Base AR (from the armor worn), the character’s
DEX modifier, the shield AR, and the magical AR.

Please note that the Front AR also applies to the shielded flank, if the
adventurer is carrying a shield. So if the character is left-handed (with a shield
in her right hand), this AR would also apply to her right flank, but not her left
flank.

[123] Flank / Rear Flank AR: The character’s second-best Armor Rating, when
facing opponents who are on the character’s weapon side. Usually, this means
the character’s Front AR, but not including the shield bonuses.

Some systems take the further step of differentiating between “Flank” and
“Rear Flank” attacks. For example, if a character’s miniature was on a square
combat grid, facing north, and was right-handed (with a shield in the left
hand), then the Flank square would be to the west, and the Rear Flank square
would be to the southwest. In this care the Flank AR would include

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everything but the shield, and the Rear Flank AR would include everything
the but shield and the DEX modifier.

In this instance, I recommend the entry notation F for Flank AR, and RF for
Rear Flank AR, which can be recorded in this space as follows: F 2 / RF 4, for
example.

See the sample advanced combat grid below for clarification.

[124] Rear AR: The character’s rear AR, when being attacked from behind. This
AR negates the shield bonus, and the DEX modifier, and also gives the
opponent a further +2 advantage to hit. For example, if a character was
wearing scale mail (Base AR 6), and using a small shield (AR +1) and had DEX
15 (+1), the character’s Rear AR would be 8 … this is the Base AR, with a
further +2 bonus given to the opponent’s accuracy.

[125] Prone AR: The character’s prone AR, which means he / she is stunned,
motionless, paralyzed, or unable to move in some manner. This is the Rear
AR, with a further +2 bonus (for a total of +4) to the attacker’s roll. In the
example above with the character wearing scale mail and having a Rear AR 8,
the Prone AR would be 10.

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NORTHWEST NORTH NORTHEAST


Front Left Square Front Square Front Right Square

(Front AR applies) (Front AR applies) (Front AR applies)

WEST ^ EAST
Left (Shielded) Flank Defender’s Occupied Right (Unshielded) Flank
Square Square Square
Weapon in right hand

(Front AR applies) (Facing the top of this (Flank AR applies)


page, north)

SOUTHWEST SOUTH SOUTHEAST


Left (Shielded) Rear Back / Rear Flank Square Right (Unshielded) Flank
Flank Square Square

(Rear AR applies)
(Flank AR applies) (Rear Flank AR applies)

(This is the World of Oldskull battle map AR system; confer with your GM to see if
he or she agrees with this assessment before filling out the ARs in your character sheet.)

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SECTION IX:
SAVING THROWS
[126] PPD / Poison: The character’s chance to resist special attacks which are
typically “binary,” causing debilitation or having no effect. Examples include
poison (envenomed weapons, fangs, stings, spittle, etc.), paralysis, and
powerful fatal curses or “death magic.”

[127] D20: The character’s roll needed on 1D20, or higher, to make a saving throw
(with no modifiers). A “16+” notation would mean “roll 16 or higher to save.

[128] %: The character’s percentage chance to make a saving throw. This may serve
as a sobering reminder to the player, before attempting dangerous plunges,
exploration, tricks, tactics, etc. (“Snakes … why does it have to be snakes?”)
A 16+, for example, means that the character has only a 25% chance of making
the save.

[129] PP / Polymorph: The character’s chance to save against dangerous and


potentially lethal body-altering effects, such as polymorph, being turned to
stone (petrification), etc.

[130] RSW / Wands: The character’s chance to save against spells and spell effects
which are generated by a magical item, such as a wand, or a staff, or a rod.

[131] BW / Breath: The character’s chance to save against major monstrous attack
forms, such as dragon’s breath. Due to the fact that this is a “dodge the area
of effect” consideration, this saving throw is also sometimes used against
deadly effects which affect a specific zone, e.g. a rockslide or collapsing wall
trap.

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[132] S / Spells: The character’s chance to save against spells that are cast by an
NPC or monster.

[133] Resistances: This is a place where you can list a character’s chance to resist a
special attack form outright, without requiring a saving throw. This might be
a racial ability (vs. sleep magic, for example), a class ability, or a benefit
conferred by a worn / carried magic item.

[134] Immunities: This is a place where you can list a character’s 100% chance to
resist a special attack form outright, without requiring a saving throw. These
effects are usually created by powerful magical items or spells. Examples of
attack forms which a character might be immune to include fire, ice, lightning,
acid, poison, disease, etc.

[135] Save Adj. 1, 2, 3, etc.: These fields can be used to record specific conditional
bonuses to certain types of saving throws. For example, if your character’s
race gives him or her a +3 bonus to saving throws vs. poison, you will probably
want to record it here instead of in the PPD / Poison field, because this bonus
applies only to poison specifically, not to paralyzation or death magic.

SECTION X:
BLOOD DICE &
HITS TO KILL (HTK)
[136] Hits to Kill (HTK): The number of lifeblood “hit points” which the character
has, when at full health. Technically, characters have two HTK variables:
maximum (wounded) and current (which will differ from the maximum when
wounded). This field is to record the character’s maximum, unwounded HTK.

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[137] Blood Dice (BD): The dice that are rolled to calculate a character’s Hits to Kill,
when the character gains a new experience level. These dice are usually D4,
D6, D8, D10, or in rare instances D12. Keep in mind that at high experience
levels, most characters do not get a full Blood Die of bonus HTK; they just get
a flat bonus (+1, +2, +3, etc.) instead.

[138] CON Adjustment: The Constitution-based adjustment to a character’s HTK.


As a reminder, even with a penalty, a character will always gain at least 1
bonus HTK per experience level gained beyond level 1.

[139] Wound Tracker: This (small!) section can be used to track your HTK during
play, if paper record keeping is your preference. I also prefer glass beads on
the table — or even on top of this printed sheet, lying flat on the table — as an
alternate approach, because it shows the GM at a glance how tough the PCs
currently are, and how much punishment each PC can take. It also shows each
player one another’s health thresholds without constant questions across the
table. But if you prefer paper HTK wound tracking, and the need to replace
this sheet after every adventure session, here you go.

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SECTION XI:
BELIEFS & CULTURE
[140] Alignment: The character’s alignment, typically abbreviated CE, CG, CN, LE,
LG, LN, NE, NG, or TN. (C = Chaotic, E = Evil, G = Good, L = Lawful, N =
Neutral, T = “True” or doubly Neutral.) You can also record the character’s
alignment tendency, if they are currently drifting toward a different
philosophy; e.g., NG (C) is notation for “Neutral Good with Chaotic
tendencies.”

[141] Patron Deity: The god or goddess (or arch-devil, or demon lord, or Great Old
One …) who watches over the PC. This isn’t hugely important as a fighter, as
it is for a cleric; but you may still want to have this information because it
affects role-playing, blessings, curses, faction rivalries, and adventure
opportunities. For example, if your character is watched over by Crom, you
can expect to have more favorable random reaction rolls — say, +1 on 2D6 or
+10% on D%, as determined by your GM — in lands where Crom’s
worshippers and followers reside.

[142] Mythos: The mythos that your patron deity is from (Bablyonian, Egyptian,
Norse, Sumerian, etc.). Again, this is a role-playing indicator that shows the
lands where your character might be most welcomed by strangers.

[143] Background: The character’s history before experience level 1, written out in
the briefest form possible. Example entries include “Born into slavery,”
“Raised by wolves,” “Comfortable childhood then exile,” etc.

➢ For the World of Oldskull background system, please refer to


supplement DDE1 Dungeon Delver Enhancer, Part 7, Section 2.

[144] Family / Lineage: The name of the family region or hall that your character
hails from. (You’ve already recorded the character’s family name at the top of

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the character record). You might want to record succinct information that will
remind you when you are close to home, and can call on favors, men-at-arms,
whatever. An example entry might be, “Large clan, fortified village in
Midgard, 250 people.”

[145] Place of Origin: The name of the town, village, or city that your character
called home before experience level 1. If your character was raised in the
wilderness, this might alternatively be the name of a forest, swamp, shoreline,
sea, etc.

[146] Realm of Origin: The land, kingdom, etc. that your character called home
before experience level 1.

[147] Siblings: Very brief notes on noteworthy siblings (“Sister, L3 ftr, CG” for
example). This is a prime place to find potential followers, or even follow-up
PCs should your current PC perish and not be resurrected. Remember that
sibling characters will be subject to legacies, inherited money, heirlooms, and
so forth!

[148] Famous Ancestor: The famous NPC, if any, that your PC has heard of in his
or her extensive family tree. Mostly interesting for role-playing, reaction, and
adventure hook purposes.

➢ For the World of Oldskull ancestor determination system, please refer


to supplement DDE1 Dungeon Delver Enhancer, Part 7, Section 3.

[149] Coat of Arms: The symbol that your PC uses on his or her shield, tabard,
blazon, and so forth. This is usually a family symbol, but if your character
reaches “name” level (usually level 9+) and is granted a small barony, you can
certainly design your own coat of arms that will be used by your followers,
henchmen, troops, etc.

➢ For the full World of Oldskull coat of arms random determination


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 7, Section 9.

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[150] Liege / Mentor: Very brief notes (“Merlon, L8 MU, TN”) on the person that
your PC looks up to the most: a father or mother, mentor, lord, clan laird, etc.
In the World of Oldskull campaign, such NPCs cannot order PCs about, but
they can serve as a valuable source of adventure hooks, lore, and occasional
assistance. Check with your GM to see what role such figures might take in
your own campaign.

[151] Social Standing Caste: The relative hierarchy of your character in the social
structure of the campaign (lower class, middle class, etc.).

➢ For the full World of Oldskull social hierarchy system, please refer to
supplement DDE1 Dungeon Delver Enhancer, Part 7, Section 8.

[152] Current Peerage Rank: If your campaign features a detailed social climbing
and progression system leading up to potential nobility, this is where you will
“keep score” as your PC gains (or loses) prestige.

➢ For the full World of Oldskull peerage rank comparison system, please
refer to supplement DDE1 Dungeon Delver Enhancer, Part 7, Section 8.
➢ In my campaign, ranks move upward, so that “1st” means the most
important person in the imperial realm (usually an Emperor or
Empress), and the rest of the ranks descend from there.

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SECTION XII:
DESCRIPTION
[153] Handedness: This records whether your character is left- or right-handed.

In the World of Oldskull campaign, ambidexterity is a powerful innate skill,


so you can’t just write down “Ambidextrous” to give every one of your PCs
an unjustified advantage. Ambidexterity (in my campaign) requires both DEX
15+ and a successful random roll during character creation. Check with your
GM for details in your campaign.

➢ For the World of Oldskull handedness determination system, please


refer to supplement DDE1 Dungeon Delver Enhancer, Part 3, Section 2.

[154] Height: The character’s height, in feet and inches.

Very generally, characters that are 4’6” tall, or shorter, are considered Small
(S); characters that are 7’ tall, or larger, are considered Large (L); and all other
characters are considered medium. This detail is mostly important because it
determines (on a combat grid) how many enemies you can be attacked by
simultaneously, and how many similarly-sized comrades you can fight
alongside.

And although for some players like to say “I’m Large,” keep in mind that
opens your character up to very lethal weapon attacks — those weapons will
roll against you as Size L for damage, not Size S/M! Watch out for those two-
handed swords that can kill low-level large characters in one blow.

In the World of Oldskull campaign, only half-ogres are Large.

[155] Weight: The weight of the character, in pounds.

You may be interested to know (or not ☺) that the Gygaxian weight figures
for dwarves, halflings, etc. are completely unrealistic, unless dwarves are

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literally made out of stone. But if you want to come up with more realistic
figures, there’s an old Dragon magazine article that can help you out. It
doesn’t really matter too much, until it does.

Examples of times when weight matters: [1] When a pit trap or unsafe floor
is triggered by a certain weight threshold; [2] When a raft, log, or watercraft
can only fit a certain capacity; [3] When you want to ride a mount, particularly
a winged one; [4] When a companion needs to drag your paralyzed or
unconscious body (as encumbrance!); and, [5] When you want to toss a
lightweight ally over a chasm (don’t ask).

[156] Size: The character’s Size rating (S-M-L), as discussed in the Height entry,
above.

[157] Eye Color: The color of the character’s eyes. Such details are considered
minor, until you see wanted posters mentioning your highly unusual
characteristics …

➢ For the World of Oldskull eye color determination system, please refer
to supplement DDE1 Dungeon Delver Enhancer, Part 8, Section 1.

[158] Hair Color: The color of the character’s hair.

➢ For the World of Oldskull hair color determination system, please refer
to supplement DDE1 Dungeon Delver Enhancer, Part 8, Section 2.

[159] Skin Color: The color of the character’s skin.

➢ For the World of Oldskull skin color determination system, please refer
to supplement DDE1 Dungeon Delver Enhancer, Part 8, Section 3.

[160] Cleanliness / Fashion: How clean the character prefers to be (when not forced
into a certain mode of style, of course, e.g. for meetings with nobles), and the
character’s preferred dress and clothing. Please note that characters of high
social standing need to dress the part, if they want to enjoy the advantages of
station when they are encountering strangers!

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➢ For the World of Oldskull campaign cleanliness and fashion random


determination system, please refer to supplement DDE1 Dungeon
Delver Enhancer, Part 7, Section 11.

[161] Unusual Physical Trait(s): Odd or interesting descriptors that give your
character a memorable look. A nice touch to encourage role-playing in your
fellow players.

➢ For the World of Oldskull campaign physical trait determination


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 8, Section 4.

[162] Other Noteworthy Features: Tattoos, scars, favored clothing, whatever. Go


crazy with the detail if you want to!

SECTION XIII:
PERSONALITY
~ (This section is mostly for role-players, but you should at least give each factor
a few seconds consideration if nothing else. After all, the acronym is FRPG,
not FG! Don’t leave half of the game behind …)

[163] Demeanor: The character’s primary and defining personality trait, in the
simplest format possible (“Rude,” “talkative,” “funny,” “greedy,” etc.). More
detail can be the result of continued play.

➢ For the World of Oldskull campaign random demeanor determination


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 9, Section 1.

[164] Speech Patterns: The character’s manner of speaking, and any favorite
sayings. One of the best role-playing hooks.

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➢ For the World of Oldskull speech pattern random determination


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 9, Section 5.

[165] Likes & Preferences: The things that the character is willing to risk life and
limb to acquire, or to protect.

➢ For the World of Oldskull campaign likes and dislikes generation


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 9, Section 2.

[166] Dislikes & Fears: The things that the character hates to experience. Very
generally, characters tend to get nasty, terrified, extreme, angry, etc. when
they are exposed to these things over a length of time.

➢ For the World of Oldskull campaign likes and dislikes generation


system, please refer to supplement DDE1 Dungeon Delver Enhancer,
Part 9, Section 2.

[167] Preferred Culture & Company: The crowd that your PC enjoys hanging out
with.

➢ For the World of Oldskull culture / association system, please refer to


supplement DDE1 Dungeon Delver Enhancer, Part 9, Section 4.

[168] Other Personality Notes: Anything else that you think might be important.
Quirks, nervous behaviors, enemies, prejudices, favorite meals or places, and
so forth.

[169] Party / Fellowship: The name of the adventuring party that the character is
currently a part of.

➢ For the World of Oldskull campaign random party naming system,


refer to supplement DDE1 Dungeon Delver Enhancer, Part 10, Section
1.

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SECTION XIV:
EQUIPMENT (CARRIED)
[170] Maximum Weight Allowance: The maximum amount of weight that the
character can carry, measured in coin units (cn). The number is repeated here

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as a reminder, both to keep you under weight threshold and to answer GM


questions as you load up on treasure and divvy up the goods.

[171] Current Weight Carried: A place to track encumbrance. I prefer to use a


calculator display because this number can change quickly (and it’s good for
rapid changes in total), but your mileage may vary.

[172] Current Speed: The character’s current movement rate, as recorded in the
Movement Rate and Encumbrance sections; repeated here for ease of reference
while carrying and dropping things.

[173] CP: Coinage. The number of copper pieces (the lowest denomination) your
character is currently carrying. This is different from the number of coins you
have access to back at home; if you have a chance (for example) to buy a magic
item from someone in the netherworld, it really doesn’t matter if you have
70,000 GP back at home! It matters what’s in your pouches and pockets.

[174] SP: The number of silver pieces carried.

[175] EP: The number of electrum (naturally-alloyed silver and gold) pieces carried.

[176] GP: The number of gold pieces carried.

[177] PP: The number of platinum pieces carried.

[178] GPV: “Gold Piece Value.” A quick notation showing the total value of the
coins your PC is currently carrying. Denominations vary from campaign to
campaign, but in the World of Oldskull I usually resort to the simplified
“American decimal” notation, in which CP are pennies, SP are dimes, EP are
fifty-cent pieces, GP are dollars, and PP are five-dollar bills. This is nowhere
close to actual valuation, but it’s a handy record-keeping system for quick
play.

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~ If your GM insists upon a “1 gold piece equals 200 copper pieces” system, you
have my sympathies. But expect it to take a while to calculate the value of
your coinage as it changes between encounters and adventures.

[179] #: “Number of Item.” This notation is handy when your GM calls for a
random item to be lost, damaged, stolen, or whatever. For example, if you
have 14 different items being carried, then your GM can have you roll 1D20,
and reroll if you roll 15+. Then, if you roll a 7, item #7 is affected. And so
forth. If your GM doesn’t need this handy shortcut system, you can leave this
column blank.

[180] Item: The “thing” that your PC is carrying, whether singular (“Long Sword”)
or plural (“Quiver of 20 Arrows”) or complex (“Pouch of 17 gems, various,
total GPV 11,250”).

[181] Enc.: The encumbrance factor (in cn) of the item in question.

[182] Location / Value / Notes: Notes on value and magical powers go here. Also,
you should have quick notes for reference – “in hand,” “in small sack,” “on
belt,” etc. so that you can answer questions from your GM during play. You
may need to re-equip various items during an encounter, depending on what
you are usually carrying!

Do remember that if you don’t mention a change in carried items, the last
default description is what you have on hand. So if you’ve written down that
your character usually has a sword on the left hand, a shield on the right arm,
and a lantern in the right hand, when you reach for that oil flask (or wand, or
potion, or rope) the GM is going to set you straight.

[183] Notes, Light, Food, Drink, etc.: This is an optional tracker area for supplies
and consumables that can be depleted (oil hours, torches, days of rations, days
of drink, etc.).

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SECTION XV:
STORED POSSESSIONS
& WEALTH
~ (A distinction is made between things your character owns, and things your
character has with him. If you want to pull out stored possessions, or store
carried items, note the changes between the Equipment and Possessions
sections, and let your GM know. Just because you remember that you need
your magical folding boat when you discover the underground lake does
NOT mean you have it with you! Carefully look over your Equipment and
Possessions rosters prior to play, and then again during play, prior to setting
out for the wilderness or dungeon.)

[184] #: The number of the item; see description of use in the Equipment section
above.

Personally, I like to keep my possessions listed as #1 CP, #2 SP, #3 EP, #4 GP,


#5 PP and then everything listed after that, but do what you like and what
works for you.

[185] Item: The item (singular, plural, or complex) that you have stored somewhere.

[186] Weight / Enc.: The encumbrance factor of the item, in cn.

[187] Location / Value / Notes: The place where the item is stored. But instead of
“in boot,” “left scabbard” or “on head,” this is more likely a place for
information such as “under floorboards in in,” “in buried treasure chest,”
“under bunk” or “between pages of spell book.” Be specific … if the GM has
a fire, or a thief, or a calamity of some kind in mind, this information will
become important!

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[188] Notes etc.: This is a useful catch-all category, for anything I might have
forgotten to include in the fields above. If you come up with something
particularly noteworthy and useful to add to my Character Record, do let me
know! I’m always happy to improve this product and to make it more useful.

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SECTION XVI:
FOLLOWERS & HIRELINGS
~ (This section is NOT a full NPC Character Record. For that, I recommend
using the Basic sheet included in this pack. This is just a quick notation area,
which can help you when gauging your home’s guards, currently needed
companions, relative power levels, and so forth.)

[189] Name: The NPC’s name.

[190] Race: The NPC’s race.

[191] Sex: The NPC’s gender.

[192] Class: The NPC’s character class(es).

[193] Level: The NPC’s experience level(s).

[194] Align: The NPC’s alignment.

[195] Notes: Further notes on that individual NPC, such as current HTK, powerful
magic items, troublesome traits (“Severe arachnophobia”) and so forth. If you
need more detail than you can fit here, you probably need a Basic Character
Record for that NPC.

[196] Additional Notes, Locations, Status, etc.: Notes in general on the NPCs who
follow you, e.g. “70 troops at ford, 30 at home, level 3 sergeant at home,
commander with me, sub-commander @ ford.” This section can be used to
keep track of men-at-arms as well. You may also want to briefly record
disloyalty, odd happenings, marches and movement, rendezvous times,
patrol routes, plans, etc.

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Castle Oldskull
Old School FRPG Supplements

(at DriveThruRPG.com)
http://www.drivethrurpg.com/browse/pub/7178/Kent-David-Kelly

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DM’S GUILD
5E OSR FRPG Supplements
(at DMsGuild.com)
http://www.dmsguild.com/browse.php?author=Kent%20David%20Kelly

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