DQCS Character worksheet

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The Character worksheet is the main front-page for your character sheet, and contains most of the key information and values.

Unless otherwise specifically mentioned, all of the calculations on this sheet include Permanent Enchantments, such as Greater Enchantments any anthing else defined within the Permanent Enchantments section on the Chr Data page.

All of the information on the Character sheet will probably fit well on a single page for a low-level character. However as more abilities are gained, it may not fit so easily without things getting very small when printed. At this stage, it might be time to move some of the sections to the separate dedicated pages. Display options are available to help with this, such as:

  • Remove the magic section and use a dedicated magic worksheet.
  • If you don't use many weapons, remove the weapons section and use the Combat Loadout.
  • Switch between a "full" list of usable warrior weapons, to only the primary ranked weapons.
  • Remove the skills summary and use the dedicated Skills worksheet.

Here are some eamples of how you might set this page up:

  • For a dedicated Warrior - Hide magic, display details of all usable weapons (not just ranked) and the Skills summary.
  • For a Warrior Mage - Either choose "Display only primary weapons" to allow the Magic and Weapons sections to fit easier, or use a separate Magic sheet when required.
  • For a dedicated Mage - Show Magic and remove the Weapons or Skills section if the page is too long.

The individual sections of the Characer page are described below.

Stats

This section shows the BC for character Stat rolls for different Stat values, plus the TMR (Tactical Movement Rate) for each of the different Agility stat combinations. All calculations include Greater Enchantment on Resistance, and any other permanent enchantments defined on ResBonus

Example: The GM says "make a three times Perception check", look inder the "3x" column for PC to find out what the Chance of success is.

Points to note:

  • MD Combat is MD while carring your default shield, as shown in the Defence section.
  • AG Combat is modified Agility in a Combat situation, ie while wearing your Armour and without the Pack. (The Armour worn is in the equipment list)
  • AG Full Pack is the modified Agility while carrying all equipment and wearing armour.



Magic Resistance

The Magic Resistance has beep separated out into detailed components, since this often changes (and there was space!)

  • "Normal (Amulet Only)" is the base Magic resistance, and includes Willpower, 20% for being a non-mage, Racial bouses (Giants and Shapechangers only) plus an Amulet Of Luck if worn. Note: I realise that "Normal" is misleading, and this will be changed in a future version to say "Base MR" or something similar.
  • Magic Resistance from Purification is shown separately from other Permanent and Temporary magic for clarity.
  • Other Permanent and Temporary enchantments include all enhancements defined for ResistBC and MR

If you are a Mage, the MR adjustments relating to your branch of magic are itemised separately. In this example, the Mage is an E&E so has +5MR against magic from Thaumaturgies and -5MR against magic from Entity colleges. The +10% "Demonic magic" in the example is from the Amulet of Hypericum

Defence Calculations

This is a small summary of defence calculations, separating out a few items of defence only.

  • Base defence = Modified (Combat) Agility plus Amulet of Luck if worn.
  • All Permanent Enchantments defined for "DEF".
  • Defence from the default shield.

The default shield is taken from the Loadout section, but if the loadout is not filled out, the first shield found in the equipment list will be used. This shield is also used for the MD combat calculation in the Stats section.

Temporary enchantments to defence are not included in this table due to lack of space. For a more detailed breakdown of Defence calculations, please use the Loadout sheet.

Magic

Weapons

Skills Summary