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Netbooks |
Version | Pages | Size (zip) | Format | Download |
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2nd ed. AD&D Character Sheet |
1999 | 2 | 6k | doc | addsheet.zip |
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3rd Ed. D&D Standard Character Sheets |
Aug.00 | 1 file | 90k | 3eddcs.zip | |
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3rd Ed. D&D Athas Character Sheets |
Aug.00 | 5 files | 152k | 3eddcsat.zip | |
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3rd Ed. D&D Faerun Character Sheets |
Aug.00 | 5 files | 152k | 3eddcsfe.zip | |
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3rd Ed. D&D Greyhawk Character Sheets |
Aug.00 | 5 files | 152k | 3eddcsgh.zip | |
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3rd Ed. D&D Kara-Tur Character Sheets |
Aug.00 | 5 files | 152k | 3eddcskt.zip | |
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3rd Ed. D&D Zakhara Character Sheets |
Aug.00 | 5 files | 152k | 3eddcszk.zip | |
| 3rd Ed. Spell Sheets | Sep.00 | 6 files | 45k | doc | spells3e.zip |
| Action Proficiencies |
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| Alternate Weapon Style System | - | 1 file | 22k | html | weapstyl.htm |
| Character Training System | - | 1 file | 3k | html | chartrain.htm |
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Ernie Dodds Character & Spell Sheets |
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| Freeform Character Generation Method |
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| Fully Fleshed Characters |
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| Guide to Thief Cant |
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| Martial Arts Netbook | - | 3 | 2k | doc | martial.zip |
| Martial Arts System | 1999 | 1 file | 9k | html | martial.htm |
| Non Weapon Proficiencies List | 1.2/96 | 12 | 7k | doc | nonwpn.zip |
| Proficiencies Netbook | 2.0 | 1 file | 204k | html | netprof2.zip |
| Psionic Netbook | - | 173 | 1472k | doc | psionic.zip |
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Skills and Powers for the Forgotten Realms |
1998 | 33 | 57k | doc | powskillfr.zip |
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Skills & Powers Psionic Netbook |
Feb. 99 | 1 file | 119k | html | netpsi2.htm |
| Revised Rules for Thief Skills | - | 1 file | 14k | html | revthief.htm |
| Survival Techniques |
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| The Netbook of Skulls |
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| What's in a Name? | - | 2 files | 10k | html | whatname.zip |
2nd ed. AD&D Character Sheet ~ Paul
D. Simms ~ A very neat and detailed character sheet for
ad&d 2nd edition.
3rd Ed. D&D Standard Character Sheets ~ Patrick Murphy ~ Very neat character sheets (4 pages) for the latest editon of D&D (was AD&D). Please visit his web site for character sheets updates.
3rd Ed. D&D Other Settings Character Sheets ~ Patrick Murphy ~ Very neat character sheets for the latest edition of D&D (was AD&D). Includes sheets for Greyhawk, Faerun, Zakhara, Kara-Tur and Athas. Please visit his web site for character sheets updates.
3rd Ed. Spell Sheets ~ Blue Troll ~ Spell Checklist for Bards, Clerics, Druids, Paladins, Rangers, Sorcerers & Wizards. Includes cantrips, domains and deities abilities.
Action Proficiencies ~ Rick Underwood ~ Non-weapon proficiencies are great for those who like role- playing and giving their character some depth. But not everyone likes that style of play. In an action-orientated campaign, how is brewing, cobbling, dancing, or etiquette going to help? What is the point of fleshing out your character if all you want is a one dimensional treasure grabbing, blood soaked, axe swinging, spell casting adventurer in the classic 70's D&D style. Of course the classic style I refer to often gave no particular reason why you were exploring the dungeon, other than you were just there, that was your job, you were greedy, and monsters had better run.
Alternate Weapon Style System ~ Travis Hall ~ I have been asked about my alternate weapon and weapon style specialization system, and at least a few people seem interested in it, so I'm posting it for all to see. I doubt that the wording of this message will be entirely clear to everyone, so ask for clarification if necessary. This system was created solely for use in my own campaign, so may not be suitable for everyone. Some points are made to mesh with other changes made to the rules for my game, so they might not work as well in someone else's game (no, I'm not prepared to go through all the changes - there are far too many). And now, on with the show...
My weapon specialization system allows characters to obtain up to four levels of specialization in a weapon or a style. It is entirely possible to combine weapon and style specs, and style spec is fully integrated into the system. Probably the most important balancing factor is the fact that higher levels of spec are restricted to higher character levels. They are also dependent on class - although even wizards my eventually gain weapon spec, they will always be far behind the fighters.
Character Training System ~ Allan Longley ~ Home rules for training a character in ad&d 2nd edition.
Freeform Character Generation Method ~ Robert
J. Hall ~The standard character building method in D&D
uses a limited set of classes, each providing a fixed package
of benefits that improve with level. While the player can adjust
certain aspects of these classes, the overall abilities of the
character are constrained by the class chosen. The only means
to create a somewhat more diverse individual is by multi-classing
the character. However doing so can impose an insurmountable constraint
to the growth of certain aspects of the character's development.
This freeform character building method is designed to allow the
player to construct a unique individual that is closer to their
preferred character concept. At each level of experience the player
can customize their character with a broad range of skills and
abilities. These customizations are obtained by the expenditure
of a fixed number of Build Points, hereafter referred to as BP's.
In order to keep the freeform character balanced with the standard
classes, the skills and abilities that can be purchased is constrained
by the character's level and various class-based prerequisites
that must be met. The total BP's gained at each level also serves
as a constraint to the capabilities of the character
Fully Fleshed Characters ~ Jayson Stevens ~ A basic outline for designing a complete character and writing an interesting background to go with it. Or, Making your DM happy by filling in the blanks.
NOTE: This document is specifically oriented to the AD&D
Role Playing Game.
It can be adapted for other game systems fairly easily, though.
Guide to Thief Cant ~ Shaun Hately ~ This dictionary is based on the "Dictionary of the Vulgar Tongue. A Dictionary of Buckish Slang, University Wit and Pickpocket Eloquence." printed for C. Chappel of Pall-Mall, London in 1811, and based on the dictionary compiled by Captain Grose in 1785. Despite its date of publication, it can be used in AD&D campaigns by those who desire a detailed use of thieves cant. A reproduction of this dictionary was published in 1981 by Papermac, a division of MacMillan Publishers Limited, London and Basingstoke and is (C) 1971 Digest Books Inc. Illinois.
Magic Sword PC's 1.3 ~ Richard J. Thatcher [email protected]
or [email protected]
(An exercise in playing the strangest PCs around)
Although such trademarks as AD&D, Advanced Dungeons and Dragons, DM, etc are used, this is not in any way intended to be a challenge to the holder of those copyrights. I retain full copyright rights over the original material contained within this document. Please feel free to distribute this netbook freely but please do not charge for it (inspiration is free after all) and please keep this copyright message here. I knew I'd finally gone mad when, being inspired by the 2nd Ed. Book of Artefacts' recommendations for playing intelligent, magical swords, I found myself scribbling down rules for magical sword PCs on the back of an old college timetable. But without further ado, I bring you the wonders of playing a sharp pointy object that most men stick up into the air at the first sign of trouble, sorry J :)
Martial Arts Netbook ~ Lord Eadric ~ Rules and tables for the Martial Art Fighting Style.
Martial Arts System ~ Dan
~
*Martial arts can be used by any class (though only a fighter
has any real chance of ever becoming a very powerful martial artist).
*Martial artists may wear leather armor at best. Anything heavier
would interfere with their moves.
*Dexterity still applies to AC.
*Strength still applies to to-hit and damage.
*For Weapon Styles, if the description says that it may only be
used with a specified martial arts weapon, that weapon is chosen
when the maneuver is learned. It does not apply to just any martial
arts weapon the character is carrying.
Non Weapon Proficiencies List ~
? ~ Tons of NWP for all classes and races.
Proficiencies Netbook ~ Soth69
~ When I first picked up this netbook up a few months ago I
thought, hey theres a book to have. But lo and behold it
didnt have a lot of things I thought it should have, like
certain proficiencies and maybe a warning on what kind of a bad
effect certain profs might have on your campaign. Like for example
Alchemy (advanced) let me tell you I am just happy none of the
people in my group wanted to use that one (not that it would of
mattered I would of shot them down but hey, if they DM they might
not.) So I scoured the web looking for any and all proficiencies
I could find.
Thanks go out to-
* The Black One, the author of v. 1.0
* All the netbooks out there (esp. The book of sex).
* adnd.com (great page).
* webrpg.com and netrpg.com where I usually shop for
all my netbooks.
* my mom and dad (for being horny that night).
* whoever made the some non weapon proficiencies document
that I found at netrpg.com (you know who you are.)
Psionic Netbook ~ Charon the Boatman ~ The psionicist
opens up new doors of possibility with their ability to penetrate
any magic resistance. These characters can quickly make enemies
of any mage foolish enough to tangle with them. Like mages though,
they are week at lower levels.
Skills and Powers for the Forgotten Realms ~ Donald Riggs
~ Clerics of various deities in the Realms have long received
special favors, abilities, and powers from their devotion to a
particular divinity. These "Specialty Priest" are more
in tune with the needs and aims of their gods and to reflect more
of their gods' basic temperament than the standard cleric. The
cleric is better known and his spells and abilities are common
knowledge among the followers of the various gods. However, the
specialty priest reflects more of the god's philosophy and the
areas the god watches over or represents.
Skills & Powers Psionic Netbook ~ Pscion ~ Psionics are a supernatural force, but, unlike magic, it does not come from the world. It does not come from a deity. It does not come from other planes of existance. It comes from within. Generated by all living creatures, day in, day out, it is a silent force, a power. A power which can be harnessed by those with the Will, by those who know the Way. Come. You know the Way.
Revised Thief Skills ~ Lord
Stevil ~ Revised Thief Skills, Notes: This uses the Player's
Option: Skills & Powers Rules.
Survival Techniques ~ Willem Van Driel ~ This is
the list so far (last updated May 23rd 1999). It contains advice
for both low-tech and hi-tech games. It may sometimes seem a bit
incongruous, with AD&D stuff right next to something directly
from a cyberpunk game, but all in all I think the point usually
comes across. Anyway, I've tried to keep the advice general enough
to be of use in a wide range of games. I've also tried to keep
it practical and to avoid such advice as 'don't get shot' or 'don't
mess with dragons' (heaven help you if you needed to be told those
things :-)
The most recent version of this list can be found on my
website. For those of you who wish to put the list on your
own website, that's fine by me as long as: a. it's not done for
profit and b. the contents aren't altered. If you let me know
that you've put the list on your site, I'll make sure you automatically
get any new versions. Finally, I'd like to give a warm thanks
to everyone who sent in their advice and comments. This list wouldn't
have been possible without you.
The Netbook of Skulls 1.1 ~ Richard J. Thatcher [email protected] or [email protected]
Although such trademarks as AD&D, Advanced Dungeons and Dragons,
DM, etc. are used, this is in no way intended to be a challenge
to the holder of those copyrights. I retain full copyright rights
over the original material contained within in this document.
Please feel free to distribute this netbook freely but please
do not charge for it (inspiration is free after all) and please
keep this copyright message here.
After playing through the excellent Planescape: Torment game, I always wanted to play a character like Morte, the wise-cracking, sarcastic, generally annoying, floating skull that hangs round with you, pestering you and others throughout the game.
Then, when looking through the 2nd Edition Requiem: The
Grim Harvest rulebook, I realised that the way to play a character
similar to Morte was on hand. As a result, much of the information
below is derived, at least in part, from the Requiem rules.
Without further ado, I hereby present rules for playing Skull
PCs!! "Skull, skull, skull, skull, skull, skull, skull, skull!"
What's in a Name? ~ Rick Underwood ~ Names for your Demi Human Character in Fantasy RPG's. A very nice and interesting list of names for dwarves, halflings and elves. A good background is also given about the dwarven names.