Appendix E: Character Sheets

This is a character sheet for the player Jacob who is role-playing as the character Denyl. This character sheet format is heavily inspired by the Dungeons and Dragons Role Playing character sheet. One can use any kind of character sheet, but I have found this layout to work well. 

0) The character name is at the top for quick reference (it is easy to forget and need to be reminded)

1) The occupation, race, player name, and experience go here. The occupation is related to what unique abilities the players can use to explore the biblical world. For example, Denyl is a farmer, meaning he may have a better chance dealing with a crazed animal blocking a path than the other party members. Race can come into play, especially for a stealth mission where a lighter-skinned character sneaks into a similarly-lighter-skinned Philistine camp (Philistines were Sea Peoples, who were likely lighter skinned). Experience is collected to eventually “level up” and gain more unique abilities. This paces out the new exploration tools (abilities) and forces players to explore in unique ways. 

2) The features/traits section is related to abilities that need explaining. For example, Denyl is an especially good cook, which could be used to make some extra money while traveling. 

3) These numbers and “stats” help make the characters all unique with strengths and weaknesses. The “+3” on strength means Denyl is stronger than average. The “+0” on intelligence and wisdom means Denyl is just average. Strength covers brute strength. Dexterity covers precision and accuracy. Constitution covers the ability to push yourself. Intelligence covers knowledge about subjects. Wisdom covers street smarts. Charisma covers the effect on others based on personality. Passive wisdom specifically refers to hidden objects or people. It covers the ability to see something without checking for it. These numbers pair with dice rolls to add structured randomness to the quest. For example, a 

4) Skills lists activities the character is especially good at. The number next to the skill is the “modifier.” Denyl is especially good at farming (+3), so if the player wanted to try to recall a fact about farming, the modifier would be Denyl’s intelligence modifier (+0) plus his farming skill modifier (+3) to total (+3) added to their roll. 

5) Defense, Initiative, Speed, and Hit Points all relate to combat. Defense is the difficulty number for being hit by an enemy, based on armor. Initiative is a number that changes every time, based on the order of combat in the moment. Speed is how many feet the character can move on their turn. Hit points is how much “health” the person has before dying. 

6) This is where the offensive items are placed. Denyl has a little sword, a bow, and a sling, which all can be used for different actions. 1D6 means the player rolls one 6-sided dice to determine the damage on an opponent. 

7) Proficiencies are things other characters may not be able to do at all. A person would need to be trained with a sling before effectively using it. Denyl is trained with a sling, so will always know how to use it appropriately. If a different character tried to use it, they would fail. 

8) The backpack holds all of the characters unique items. The “Rough Leather Armor +4” means Denyl is wearing a leather tunic acting as a sort of rural protection. It adds +4 defense, but only works naturally. For instance, it would do nothing against drowning or being on fire. However, it may protect him from a dangerous sling of an enemy. An arrow, however, might pass right through.

Bible Role Playing Game Assistant



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