The Generator version 1.0 from Spectral Fantasies by Paul Cisek This program is SHAREWARE. Much time was spent developing it for your use. If you find it useful and are interested in more products of this type, send $5 or $10, along with any comments and bug reports to: Paul Cisek Deer Hill Rd#8 Carmel NY 10512 (914) 225-0933 Please help the distribution of this program by uploading it to any Bulletin Boards you may use, and to share it with any User's Groups you may be a member of. This program is a utility designed to help players of Advanced Dungeons and Dragons* from TSR* hobbies. The program greatly simplifies the generation of player characters and creates a clear and complete character sheet. The Generator includes rules from the Player's Handbook, Unearthed Arcana, and the Dungeon Master's Guide, all from TSR* hobbies. Please note that the program does not explain the AD&D* game system, or the abilities of player characters. A good knowledge of these books, especially the Plaer's Handbook, is therefore essential for understanding the Generator. The program is a nearly complete character generator, supporting things like multi-classes characters, negative level cavaliers and paladins, exceptional strength (as well as dexterity and constitution for cavaliers, and charisma for paladins), Barbarians and their skills, comeliness, psionics, etc. The program does NOT support characters changing classes, the Bard, the Monk, the Thief-Acrobat, and the Heirophant Druid. It also does not cover social class, circumstances of birth, equipping the character, choosing spells, cantrips, or weaponless combat. Because of the WRITE option (see below) however, any rule or comment can be added to the character sheet using any word processor capable of handling standard text files. Any comments or suggestions pertaining to the Generator will be very appreciated. Please mail these to the above address. The following is a manual detailing the use of the Generator: THE MENU BAR: FILE: NEW: This opens a new character window. The character will have no race or class, and will be anonymous. As soon as you open a new character, the create option will be available. CLOSE: Closes the current character window. Also can be done by clicking on the close box. LOAD: Opens a character window, and loads the specified character into it. If a character window is already opened, this option will not allow you to load another character, but can still be used to change the character pathname (the specification of the folder where the character will be saved to). SAVE: Saves the current character onto the disk. The default filename is the first word of the character's name, but can be edited. The pathname (the folder where the character is put), is the pathname specified by the last LOAD command. Note: The character's filename can consist only of letters, numbers and the underline character, and must begin with a letter. WRITE: This option saves the character window to a text file, allowing you to edit it with any text editor, and print out on your own. This is useful if you use rules outside of the scope of the Generator, and wish to include them on your character sheet. QUIT: Quits the program. CHARACTER: CREATE: This begins the generation of the character. Each step in creating the character has a dialog box, explained below. Each box has an OK button that records the data and proceeds to the next step, and an ABORT button that aborts generation, without recording any data. Most boxes also have a BACK-UP button that allows you to move back to the previous step. Note that the create function is unavailable until a character window is opened (see FILE:NEW). RACE/CLASS: This option is much like CREATE, but opens only the choose class, choose race, and roll age dialog boxes. ATTRIBUTES: This option opens only the roll attributes dialog. LEVEL: This option opens the choose level dialog once for each of the character's classes. HIT POINTS: This option opens the roll hit points dialog. TRAITS: This option opens the roll height, roll weight, choose traits, and if appropriate, the roll for psionics dialogs. ALIGNMENT: This opens the choose alignment and deity dialog. NAME: This opens the choose name dialog. ABILITIES: Selecting this option loads ability files pertaining to your character, processes them, and adds them to the character window. This option is automatically selected after you load a character, and after you have finished using the CREATE feature. It is not selected if you have aborted creation, or if you have used the "single" step options such as RACE/CLASS or TRAITS. After making any changes to the character window (other than perhaps choosing a name...), you should select this option, to make sure that your abilities have been updated. PRINTOUT: Prints out the current character. This option is available only if there is information displayed in the character window. OPTIONS: ROLL DICE: This allows you to play around with the diceroller, explained below. The results are ignored. PREFERENCES: This option opens a dialog box that displays the current preferences you have chosen. These preferences are things like whether you want to restrict demi-human races to their level maximums, or allow psionics only for certain races. Some of the choices appear again in the creation process. This option also allows you to inform the program of the page length, the number of lines per page, that your printer supports. This should be no less than 50, and is usually 66. LOAD PREFS: This loads a file called GEN.CFG, from the same directory as the program. This file contains a set of preferences saved before. When the program is run, it searches the directory for this file, and loads it if it exists. Otherwise default options are used. SAVE PREFS: This saves the current options chosen to a file called GEN.CFG. THE DICEROLLER: The Diceroller is a rather complex dialog box that is used throughout the program to generate random numbers as would the standard D&D* dice. The most important part of the Diceroller is the "roll" string, located on the bottom. This is the current combination of dice that will be rolled. This is expressed in standard D&D* terms (i.e. "3d6" means 3 6- sided dice are rolled and added up). To edit the string, you can either type from the keyboard or click on the icons. For example, clicking on the 8-sided dice icon adds a "d8" to the roll string. Clicking d8 again changes this to "2d8". The keypad provided to the left of the percentile dice can be used to generate such strings as "2d4+1" or "199". The BACK button acts as a backspace key, and the CLEAR button clears the string, as does the ESC key. When your string is finished, click ROLL to see the results. A new dialog box is displayed, showing the rolling string, and the result of the random roll. Here clicking REROLL causes a new number to be generated, CANCEL to return to the Diceroller, and ACCEPT to keep the value. Note, when using the Diceroller from the menu bar, ACCEPT keeps no value. CREATING A CHARACTER: Creating a character consists of selecting the NEW option from the FILE menu, then selecting CREATE from the CHARACTER menu, and then simply following the dialog boxes (explained below). If the character you are creating is from scratch, you should use Method V, Add bonuses, use Racial maximums, and have Age affect initial attributes (see PREFERENCES, under the OPTIONS menu). If you wish to roll your own dice for the attributes, use Enter instead of Method V, but still Add bonuses and Racial maximums. If the character's attributes are pre-rolled, as in an old character, use Enter, do not Add bonuses, and do not use Racial maximums. When you choose to create a character, keep in mind that the best way to do it is step by step. If you create a human, and then change him to an elf, it is wise to start completely over, keeping no attributes. The steps are arranged in the most logical order: age depends on race and class; attributes depend on race, class, and age, as does the maximum level. If you change your mind as to what class you want, it is suggested that you reroll everything from that point on. This will prevent you from accidentally creating 400 year-old human clerics with 18(99) strength. SELECT CLASS: Select the class you want, then hit OK. Note: A class must be chosen in order to go on. SELECT RACE: Select the race you want and the sex, then hit OK. Only races that can practice the chosen class are available. Note: A race must be chosen. ROLL AGE: When you begin, your age will be undefined. To go on, you must first click the ROLL button. This brings you into the Diceroller, with the desired roll string already chosen. You may edit the roll string or roll what's given. After your age is determined, your age category is shown. This will have an effect upon your attributes, if you choose YES in the box to the right. To go on, hit OK. ROLL ATTRIBUTES: Before rolling any attributes, consider the options below them. You may either roll the standard 3d6 for each attribute, ENTER each from the keyboard, or use Method-V (as given in the Unearthed Arcana p.74). This method yields better results in the areas you need. For example, a fighter's strength is usually high, as is a cleric's wisdom. Note that Method-V is officially illegal for non-humans, but the Generator ignores this. The next option is whether you want to add bonuses such as the age bonus, race bonus, or the bonus on comeliness due to high charisma. This should be on if you're creating a new character, and off if you're ENTERing one of your old ones. The last option is whether you wish to abide by racial limitations. If NO is selected, the attributes can range from 3 to 25 (to 30 for comeliness). When you are satisfied with the options, you're ready to roll the attributes. You may either roll each value separately (by clicking on the ROLL buttons next to each), or roll all at once by clicking the large ALL button. As each is rolled, a dialog box appears detailing how it was generated. The box shows the original roll (plus, for comeliness, a charisma bonus), the racial bonus, the age bonus, the racial maximum or minimum, the class requirement, and finally, the value generated. Note that if an attribute is below a class requirement after all the bonuses, it is immediately raised to the lowest acceptable value. After attributes have been rolled, hit OK to go on. Note: If you choose to ENTER your attributes, a dialog box will appear. This dialog shows the number of rolls on d6 that Method V would allow your character for that attribute. The box also has an editable field where you can enter your values. CHOOSE LEVEL: This dialog box appears separately for each class of your character. It displays your current level (to start off, 1), your title, the required experience to be at this level, the required experience to rise to the next one, the maximum level you can obtain in this class, and if your attributes deserve it, a 10% bonus on experience gained. To alter the level, click on the arrows to either side of the current level. Note that all classes except Paladin and Cavalier have a minimum level of 1. For these two, the minimum is -1, which assumes you start with -1500 experience points. See the Unearthed Arcana (p.14) for details on this. When you've chosen your level, click OK to record it, and to move on to the next class. If no classes are left, the program moves on to rolling hit points. ROLL HIT POINTS: This box displays, for each of your classes, the class name, a number of hit points generated for it, and the roll string used to generate the hit points. The roll string is a combination of dice, plus any extra hit points due to high level, plus a constitution bonus. This is determined according to previously determined statistics. To generate your hit points, click on the ROLL button. This brings up the diceroller, once for each of your classes. You can edit each roll string or use what's given. As soon as you are finished with one class, you will go on to the next. When all classes are done, your actual hit points will be the average of the rolls for all your classes. The roll strings will remain what you left them as until you leave this dialog box. To enter a pre-rolled hit point total, simply enter it for each of your classes, thus making it the average. ROLL HEIGHT: This box displays your height category, how it was determined, a roll string showing you how your height will be generated, and your actual height both in inches and feet- and-inches. When you enter the dialog, your height category will be "Undefined" and the roll string blank. Also, with a new character, the height will be zero. Hitting the ROLL button brings up the diceroller, with the proper roll string. This roll string is determined by adding a random factor to your racial average. Use the diceroller as you will, to determine your height. When you are done, your height category will be shown, along with the roll that determined it. If your category is "Average", a sub category has also been determined. See the DM's Guide, page 102, for details and charts. Note: At any time, clicking on the height category roll will bring out the diceroller, and allow you to enter your own roll from 1 to 100. A roll of one is always "Under", a roll of fifty is always "Average", and a roll of 100 is always "Over". The same works for the sub category roll. ROLL WEIGHT: Rolling weight is almost identical to rolling height. The only difference is that your final weight is represented only once, in pounds. CHOOSE TRAITS: This box displays six hair colors and six eye colors. The first five of each are standard, the sixth can be edited at will. Your chosen traits are the ones highlighted. When you are satisfied, click OK to go on. When you enter this dialog, the traits chosen will be the most common ones for your race. ROLL FOR PSIONICS: This very large and complex dialog box does not appear for most characters. Only humans, dwarves, and halflings with at least a score of sixteen in either intelligence, wisdom, or charisma, are allowed even a slim chance of getting psionic powers, unless you altered the psionics option in the Preferences dialog. The dialog box is divided into five sections. The first is used to roll for psionics. The one next to it determines psionic ability, if any. The two in the lower right determine attack and defense modes. The last one determines the number of disciplines that can be known by the character, and the number known at the current time. The second and following sections are used only if the character has psionics. To show what section is currently being rolled, an arrow appears in it, next to the roll result. This shows what will be determined when the ROLL button is clicked on. Instead of rolling for psionics the usual way, you can click on the roll and enter your own value via diceroller. Thus, you can force a character to have psionics by entering a 1 (in other words, cheat). In rolling for ability, you can also click the roll and enter your own result. This will be added to some bonus to produce your psionic strength. That doubled is your psionic ability. When rolling attack and defense modes, you can also click on the roll, and enter a 99 for the maximum of five modes. Hitting the ROLL button will determine this randomly. When you know the number of modes allowed to you, you can select up to that number of them. Highlighted modes are the ones you possess. Remember, your psionic attack strength must be at least 100 to use attack mode A, Psionic Blast, so don't choose it if you can't use it. Rolling the number of disciplines is just like rolling the other sections, it can be done by clicking the ROLL button, or by clicking the roll itself. Both your maximum, and currently known number of devotions and sciences are shown. Note the disciplines themselves must be chosen from the Player's Handbook, page 111. In this case, however, clicking on the roll result brings up another dialog box. This box shows you the combinations of Devotions and Sciences possible, along with the required roll range. You can choose the combination you want by clicking on it, and then selecting the OK button. If you click on the roll here, the diceroller will be brought up, and your roll can be determined using it. When you are satisfied with having or not having psionics, click the OK button. SELECT ALIGNMENT/DIETY: This box displays the nine alignments, and the name of your deity. The alignments forbidden to you due to class restrictions are disabled. When you have chosen your alignment and named your patron deity, hit OK to go on. CHOOSE NAME: This is easy, just enter the name of your character and hit OK. This is the last step in generating the character. THE CHARACTER WINDOW: Once you have either completed the generation process, or aborted it, your character sheet will be computed and displayed in the character window. You can use the scroll bar and the arrow icons on the right of the window to examine all the information. The rows containing only horizontal lines show where the page breaks will be. These rows will not be printed by the PRINTOUT command, but will be included in any text file WRITEn to. On the top of the first page, your character's name is shown, along with his/her sex, race and title(s). Here is also where his/her alignment and deity are printed. Below are listed your character's attributes and the bonuses gained by them. Notes: For strength, note that the Open value is the number needed to be rolled on a 6-sided die, for the character to open a stuck, or held door. In cases where this value is greater than 6 (for strengths above 18), the die rolled is the next higher integer. For example, if the value is 9, the character's chances of opening a stuck door are 9 in 10, a nine or higher rolled on a d10. For wisdom, the Bonus spells displayed for clerics are added to the clerics maximum number of spells of each level. For example, 2/2/1/1 means two bonus 1st level spells, two bonus 2nd level spells, one bonus of third level, and one of fourth. For dexterity, there is another Defensive Adjustment value displayed for barbarian characters of high dexterity. The number in parentheses is the armour class adjustment used if non-bulky armor is worn. Below the attributes, the character's hit points, saving throws, and room for armour class ratings are displayed. The saving throw bonuses to the right of the values themselves, are due to race, class, high wisdom, and high constitution scores. Note that a bonus vs. poison only applies to poison, not paralysis or death magic. Because the actual saves are adjusted first, and then the bonuses are computed, the results can be confusing. For example, a 6th level Dwarf fighter with 15 wisdom and 19 constitution would have the following saving throws and bonuses: Poison/Paralysis/Death: 11 +1 vs.magic Petrification/Polymorph: 12 +6 vs.poison Rod/Staff/Wand: 8 Breath Weapon: 13 Spells: 9 Below the saving throws, the character's experience points are shown. The actual experience values are left blank, but the points required to rise to the next level, as well as the maximum level, are shown. The next information displayed are the character's languages. These are determined by race and by some classes. The blank lines are the additional languages the character can learn due to intelligence, race, and special class abilities. The languages shown are in order of best known, but this is only a guideline. Note: Druids and Assassins can learn extra languages due to high level. Their choices are however, restricted (see PH, p.21 and p.29) Note: Alignment language is implied, and not shown. Next, the character's weapon proficiencies are shown. The weapon choices themselves are left blank. Below, information such as Thieving Abilities, Clerical Turning, Spells, and Psionics are displayed. These are fairly self-explanatory. The next page is devoted to the character's abilities due to race and classes. These abilities are highly dependent upon level, so they should be recomputed after any level changes. On the last page, the character's description is printed, and room is provided for money and possessions. * AD&D, D&D, and TSR are trademarks of TSR, Inc.