The
Player Character Binder
The Player
Character that is built from ADD&D 2nd Edition Tools that
have been Augmented and customized with a greater level of detail and control
in mind for the Player, requires much more than just a double sided sheet of
paper. This post is meant to help walk a new player through helpful
organization for their Character.
The Binder
should have the following sections in whatever order makes sense to the Player.
· Character Artwork/Inspiration. This can be Hole Punched Clear Sleeves and
color printouts, some of which will be provided by the DM. It can be
the inside pocket of the Cover, or you can just hole punch things you have
printed that give you the emotion and connection to your character that is
vital for unforgettable roleplaying.
· Character Background. This
is the story of your life that you lived prior to the “First Day” that the
Player and the Character are united in game. It will be typed by the
DM and will contain info you may want or need to refer back to, although most
of the info in the back ground will find its way into the other pertinent areas
of your Character Binder.
· Non Weapon Proficiencies. This
section will have everything you need to know about your character’s skills,
what rank they are, your checks, a description of the skill, which evolves
through the life of your character, as well as notes on who taught you the
skill etc. Each NWP should have a dedicated third of a page, with
the top line being reserved for the technical details of the
skill. The Northern Province Game System accommodates a healthy
amount of NWP’s, with characters of 9th level often having
twenty plus proficiencies that have been learned to varying degrees of mastery.
· Combat. This
section of the Binder should have all the physical attack methods detailed for
your character. This is separate from the actual physical weapons
you may or may not have on your person, as that is covered
elsewhere. If you have a talent with Daggers, the Combat Statistics
will be detailed here, regardless of whether or not you character has one on them. No
more than 5 weapons per page are advised as talents grow specifically in this
game, for instance, after a night fight in a bar where you pulled a dagger out
and survived, you now receive a +1 to hit and damage when Fighting in the dark
with a dagger in close quarters. You will need a place to track
that, and it will be under your dagger section.
· Magic Items. This
is where you will keep a record of the items of a magical nature that you have
acquired. What you find out about them and what they do will go
here. No more than 4 magic items per page is advised.
· Equipment. This
will be where you have details on your equipment, for instance, when you ride
your horse, what is stowed on your Pony, your horse or your person, and what you
left at the Inn back in town, etc. This is where the specifics of
your articles are maintained for World Mechanics. Your pages could
be titled as follows; On Person in Dungeon. On Horse when
Traveling. When camping. Kept in locker at Freeblades Guild. Loaned
to the Dwarf. The DM may at any time ask for you character Equipment
sheets, and use it to determine what a thief steels, or what get eaten by the
dragon or what falls off the cliff, so maintain the Equipment section of your
binder throughout the Game. This section has the opportunity to grow
as you gain hideouts, strongholds or powerful friends who will safeguard some
of the magic items you do not want to carry around with you. You may
also have investments, and those can be recorded here.
· Languages. This
is an important section, as by the time you are 9th level, you
may speak 10 languages, and be able to communicate in three different forms of
somatic languages, you also may know how to read and write some of those and to
varying degrees.
· Saves and Checks. Throughout the game, saving throws are made and ability
checks are rolled. A great amount of detail is built upon these
things. For instance, you will need to keep track of markers on your
Riding Land Based so you can get over the bad fall you took on a horse and be
able to ride without penalty again. You will need to write down the
requirements for the different checks you need to make like, Horror Checks,
Perception Checks, You need your Intuition stat, and a list of others and it is
good to have these items well in hand, and to update them on the regular as
things change and the campaign progresses and you gain penalties and bonuses to
these rolls.
· Henchmen and Hirelings. While the Monster Librarian may have the master list of
NPC’s in the gameworld, you are required to have a significant amount of detail
around your Henchmen and Hireling NPC’s although the DM controls
them. Here is where you will list your caravans or mines you own or
have interests in.
· Titles, Offices, Permissions, Pacts, Oaths and
Agreements. This
section will contain details around things granted to you in the game world,
for instance the Lord of Anvil Gap has granted you permission to hunt in his
woods. The Coldwater Guard in Brighten will let you stay in their
lodge for free when you’re in Brighton, but you have to pay for stabling your
animals and you have to ride out with the guard if asked. You also
have the title of Warden given to you by the Sage Lerian. This
affords you privileges in the Kingdom and with the sages guild and you have
those details recorded there. This is also where you will detail
your Membership to the Freeblades Guild and what you are able to do, what you
have access to, etc.
· Home. For
most characters this starts as your bunk on a ship, or your camp when its set
up, or the room you have paid for at the Inn. Details there should
be listed as Typical, what and where things Typically are. Do you
have a chest, is it lockable? what’s in it, etc. This will evolve
into details about your Home, your Lodge in the Hinterlands, the bandit hideout
you have taken over, the ruined castle your renovating, etc
·
Questions. This
should just be a few pages to write questions down. Just Questions the PC has.
·
Persons of Interest. This
should be the PC’s personal record of people in certain places that the
Character has an interest in keeping a record of, like a blacksmith at a
backwater village and notes on disposition or prices.
·
Notes. This
is just where the Player can jot their thoughts or concerns or goals, to keep
them all in one place. Each game should start
a new date.
·
Calendar. It
is possible that three charaters will have three different Calendars. A Dwarven PC if they were raised formally,
follows the Dimeronagon, a Numeric Long count that utilizes Star locations and
ignores the sun and moon cycles completely.
The Dwarven calendar is not linear, and days are not as important to
them as years and lineage. Elves of the
Great Houses and Humans have very similar calendars, both utilizing, Sun, and
the year, whereas elves incorporate the moon and the idea of Astrological Houses
of Long Time, and it incorporates Ages, where the Human calendar begins when
John landed at Kias 3,084 years ago, and they mark early fall as the First Day. Kords have a Lunar Calendar, and while they
count seasons, they do not count years, and value little in the past.
Pages and sections will be added through gameplay and you
will find yourself evolving these layouts and rewriting or correcting them
often throughout the game and the life of your character.

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