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CD-ROM Core Rules 2.0 MANUAL

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juan Marquez
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0% found this document useful (0 votes)
124 views35 pages

CD-ROM Core Rules 2.0 MANUAL

Uploaded by

juan Marquez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

Tome oÍHClp

Welcome to thc ADCőDg You may access an expanded, online vorsion of this manual whíle
Core Dulcs CD-DOM 2.0 you use the program. To do this, go m the Main Menu screen and
enter the Books Online section. Then, left click on Ihe top book in lhe
Thjs product is designed to increase your enjoyment o! the AD&D Main Menu screen and left click on the Tome of Help book. Once i:
game. LLke Version 1.0, it accomplishes tnuch of the "work" of lhe opens, you may movc back and forth between the online manna] and
game and allows you to enjoy creaüve play with a number of pow- the program by clicking on (ha butmns whjch appear ín your Start
erful tools. However, we've updated the features that made the orig- Bar (as shown below).
inal AD&D CD-ROM such a success. Now it's even more useíul!
The key to the Core Rules CD-ROM 2.0 is its Hexibiüty. Not only
does it contain the core rules information found ín the Playefs Hand-
baak, DUNGEON IVLASTERE Guide, and MoNsmovs MANUALW tome (plus
the Arms 8 Equipment Guzde and the Tome afMugic), but ynu can also
Hnd Lhe complete set of PLAYERS OmoNW and DUNGEON MASTERE
OPTION material-mcludjng Combú: í: Tnclics, Skills G Powers, Spells E;
Magit, and Hzgh-Lezrel Czznzpuigvzs. Even better, the Core Rules CD-
ROM 2.0 program allows you to customize speHs, races, items, treasw
ure, NPCs, and encnumers for use in your very own campaigns.
Finally; Lhis producl Comes with two versatile mapping prugrams: an
updated version of the map program found ín Version 1.0 and the
Campaign Mapper, a powetful mappmg mol crealed by ProFantasy,
Ltd, the makers of Cumprtigrt Cartagmplzer and Cumpaign Czzrlogru-
phzrZ. With these programs at your fingertips, you can build count- To access the tome, lefl click un thc butlon that has the book with
less outdoor, dungeon, and city maps. the '?' symbol Ln the Slan Bar at the bottom of the sercen. Once khis
Creatmg your own campaign has never been so easy. So poínk is open, you tan mtum to the program by left clickíng on the Start
andvcljck your way to adVentLLre, and lel the games begin! Bar button that shows the ADSzD imn. By usíng these buttons, you
can move back and forth berween the program and Tome of Help at
Installing the őoftwarc will. You can also access the readmexxt Hles for further informatívan
about thjs program.
Piaca the AD&D Core Rules CD-ROM version 2.0 CD into your CD
drive. For most systems, a pop-up menu will appear after a brief
wait, Left cljck on the Install option Ln this menu and follow the on-
A Word About "Dcadmcixl" Filcs
screen pmmpts to install the software. Sincs this manual goes to print months before all of rhe pmgrammjng .

[f the pop-up menu does not appear, left click on your Start but-
on Lhe product is complete, not all of me "READMETXT"informa-
ton. Then left click on Semngs and select the Control Panel opüon, tinn appears ín this manual, For the best up-to-date íniormarion on
Double lefl click on the Add/Remove Programs icon, left click on the how to use this pmduct, consull the "READMETXT"file,
Inslall button and follow Lhe on-screen prompts.
Once the program ínstalls, leír click cm the Start buhon, highlight
Lhe Programs option, and double len clíck Docu mcntation on Disk
on the AD&D Core Rules '
2 icon lo start the program. The very latest version of this manna] is avaílable on the Core Rules
H CD-ROM titled MANUALPDF.
choose belween the Map Maker and the Campaign Mapper pror
Main Menu őcrccn grams. gptions allows you to tum anímatíons off and on, turn the
The Main Menu screen is the Hrst to appear as the program runs. Tnis sound off and on, and choose Lhe color the program uses for díce.
screen allows you to choase fhe part of the program you want to use, Help provides informalion on how to use the Main Menu screen
The AD&D Core Kules 2 CDÍROM contaíns the following five major (Contems) and versíon, as well as other ínformation on the program
sections: Characters, DM Toolkit, Books Onllne, Map Maker, and Dice (About).
Roller.
General Operatíon
The information Ln thís section explains general Windows commands
and theír use ín this program. If you are comfortable with Wmdows
operations, you may wanl to skip this section.
To make a selection (press a butlon, etc), cLíck the Ieft mcuse butw
ton. To receíve ínformation on a selection, click the ríght mouse
butlon on fhe lext for that select-ion.

Hclp
Specific inst-ructions are available for cach screen. For general in-
stmctions on what to do on a screen, left click on that screen's Help
button. For specií-ic instruclions on what a paxdcular bumm or screen
sectíon does, right click on the text for (hat button or sectíon. See Lhe
example below:
To access the dífferent sections, move the cursor over the hot spot
for that sem-ion and click the left mouse button. When the cursor is
Emwzun
over a hot spot, the text bar at the top of the Main Menu screen iden- Ewgmxxralanghnlmwkuhzsuxwoxedníwawnrmeulvcnzmgívmiwmm
sgvaafuimlrwgmThzyarzusedtnftr:m, vaedlex, andpclwm
t-ifies that section. The Knight Figure represents the Characters sec-
Wdzbt mm numÉv-"'*
rion, Lhe DM Toolkit Box represents the DM Toolkit section, the Book m... cm mm m:
m. Farm:
Blwwgm
m 2
w.
s m r
Slack represents Lhe Books Online sem-ion, the Globe represents íhe ,

Map Maker section, and the Dice represent Lhe Dice Roller sectíon.
To exit the program, left click on the candle flame ín the Main
Menu screen or left click on the 'X' box Ln the top right corneI. The Right clickmg on Blowgun causes the help box to appear. Ríght
command bar across the top of the Main Menu screen contams: Eile, clicking ín the help box accesses the Cgpy/Erint Topic menu. Left
Database, gharacter, DM Toolkit, Conyert, gooks Online, Mapping, clicking on the Cgpy optíon places a copy of lhís help text on the Wmw
gptions, and help buttons. dows clipboard. Left clicking on the Erint Topic opkíon brings up a
Eíle allows you to exít the program. Database allows you to menu that allows you to print out this help text.
delete all custom and ímported material írom your database, ghar-
acter calls up the Character Management screen. D_M Toolkít Calls up
the Custom Database screen. gonvert allows you to convert the char-
acters, items, or monsters you created using rhe ADSzD Core Rules
CD-ROM Version 1.0 program into the version 2.0 format. gooks
Online calls up the Books Online screen. Mapping allows you m

4
Hot keya Check boxca:
When a letter is underlined ín a menu ítem, as with the 'o' ín Cgpy The column of hollow boxes in the above pop-up are check boxes. To
and 'P' in Erini Topic above, it means you can select that Cummand select or de-select a check box opt-ion, left click on the check box. You
(as if you left clicked 011 it) by holding clown m9 AÍÍ key while pressA can select more than one check box at a ríme.
ing the key for the underlined letten To copy the help text, hold down
the Ah key while pressíng the 'o' key. The common notation far this Liat boxcs:
is AIH-o.
Below is a list box. To select an ítern írom a list box, move the cursor
over that item and left dick. I.n certain instances, you will Want m
Customizing thc program: t-ransfer items Írom one Iist box to another. An example of this occurs
Ln certain ínstances, you will enter information or rnake selections on if you want to select class abiJit-ies for your character.
screens or pop-ups that have solid backgrounds. ln these ínstances,
you are taking connol of the program to a sígnificant extent ami need

-'
cum:
man m a Chn-nn
to be Very careful with what you do. Thís most often happens when
you customize the program for your particular gaming needs. In
these cases, follow the insnucüons exactly to avoid causíng the pro-
gram to operate ín an undesirable manner.
Below is an example of a pop-up WÍB1 a solid background:

ím sz!) qeLs *
-
n: spmuézs
V-tsíg/ -v)kan
u nrk
B _.
r-

In the example above, the user purchased a dass abílíty by left


dicking on ít (to select ít) and then Iefk clicking on the arrow fhat
poixxts to the box on the right. H fhe user wanted to Ietum a class abilv
ity, he would select it (by left clicking 011 it) ín the box on the ríght
and then left click on the leít-poixxting arrow.
Below is a dropwdown Hst box, To use a drop-down list box, left
clíck on fhe down arrow at the right of fhe box and then left click on
the desired item ín the box (hat drops clown.
Edit boxcs:
ln certain instances (such as ín Name above), you may enter text into selecr
the program, To do thís, left click on the text box and then enter
(type) the text you want. When you are done typing, press the Enter/
Return key.
Seléct a kctaásm
őpin buttone: Radío buftons:
Ln
some ínslances, such as the example of purchasíng thícvíng skills Two radio buttons also appear on the sercen below. TIICSE two bul-
detaíled below, you will use spin buttons to íncrease or dccrease a tons are for Buy/Sell and Free opünns. Radio buttons arc used m
number. To add m a number, left click on the spin buttorfs up arrow. make a selectíon among murual|y exclusívc ílems. You can nnly se-
To subtract Írom a numher, left click on the spin buttonüs clown lecl one radío button ín a group at a ríme. In Lhe example below, the
arrow. uscr has selected (ha Buy/Seíl Radio button.

mm"; mm (mami...
kan

Pomcs LnFt:

Tree buttuns (boxes):


Ln the above example, note (hal Backpack and Be|t Pouch boxes apw
őcroll bars:
pear under the Items Worn sect-íon of the Character Equvpmem (top
Wherc (here are more ítems Ln a list box rhan can be shown al eme right box). Thez-c boxes show that the índícatcd ítems contaín nther
tíme, a scroH bar that enables you (o access all of the ítems appears pieces of equípment or ínformatíon. Where these uther ítems or ín-
on the screen. ln the example below, the scmll bar appears
Ln the formation appear (as wíth the Beh Pouch, large) there is a minus sign
of
right síde the üst box Character lnformaüon. You may use the up (-) ín the box. Where these items are nol shown (as wilh lhe Backw
and down arrow at the top and bottam of this bar to scxoll the ítems park), therc is a plus sign (+) i.n the box. Left click on the box to togv
up or down, or you can drag the small box ín the bar to scroll
Lhe gle between íts two stakes (showíng or not showing thc items or
ítems up or down. informarion).
To drag thc box, Ieft click (m ii and contínue to hold the left
mouse button clown whíle you move the mouse. this inslance, left Draggíng ami dmpping:
I.n
click on the small box ín the scmll bar and hold lhe left mouse but- ln the Character Equipment box abovc, you Can move items by dragv v

lon clown whíle moving Lhe mouse up and down. You wíll see the gíng them fmm one sectíun or contaíncr and droppixíg them ínto an-
items scroll ín the direction you move the mouse. other. To drag an item, leír click on it and hold the luft button duwn
The scroll bar below is a vertical scroll bar and you may drag the whíle you move the mouse. To dmp an ítem, release the leít mousc
small box up and down. If any ínformatíon ís too wíde to appear Ln bulton. For example, you could drag the Sting from Lhe Iarge Beh
a üst box, a horízontal scroll bar appears at the bottom of the box. Pouch and drop it into the small Belt Pouch. If Lhis occuned, lhe large
When dús occuxs, you may drag (be box left and right (horizontally). pouch wuuld lese the box m íts left and the small pouch would gajn
one (because lhe small Bell Pouch would nuw have an ítem ín it'
whíle the Iarge Beh Pouch would not).
To move items into containers or sections that are not visible ín
the Character Equipment box, drag them ín the desired direction. Charactcrs
When you drag an nem above Lhe top of the box, the box scrolls up. (Kníghl Figurc on Main Menu ácrccn):
When you drag an nem below the bottom of the bnx, Khe box scrolls
down.
When items are grouped together (for example, coins and sljng G enne mag:
bullets) and you drop them into different locat-ions, a box appears cnauacteus vagyunk Gpuon
Ennek chmaunu

T
askmg you how many you wam m move. The default setüng moves
all the items. [n the example above, the user is moving sling bullets. wvm. summa...
Erre-l Ghuuncmn
There aIe a total aí 20 sling bullets, 50 the default number is 20, You cin... w c...
may change thís number by using the spin buttons.
Spin Budait/Edit box romba:
Since the number of sling bullets is ín an edit box, you may dírectly Imnont üxxuxtnu
inamat (húzott-n
input a different number ínstead of using the spin buuons. To do this,
drag Lhe mouse cuxsor over the number in the edil hnx (it becomes na.
outlined inblack), enter the new number, and press the Return/Enter
kev. This sercen appears when the Characters opríon is selecled from the
Main Menu screen.

Corc Dules or Dmmzts ODTION


You may create, enter, and update characters in accordance with
either the Nap/m's Handbouk (Core Hules bumm) ur lhe PLAYERS
OVTION: Skills
f; Pnzvsrs book (PLAVERS OFTION button). The program
does not automata moving characters between the two rule sets. If
31011 wam to
move a character betxvecn the two sets, you should sew
lect the desired rule set button (Core Rules or PLAVEFÍS Opnon), then
select the Emer Character button, and enter the infonnation far Lhe
characler into lhe new rules set.

Crcatc Character
Thia buhon allnws you (o creale a new (O Experiencc Points) characw
ter. Depcnding on which rule set you have selected, thc characler wül
be created using the Core Rules nr the PLAYERS OmON rules.

10 11
Dollíng MCLhod őclcct Dacc and Class
When you select the Create Character burkon, the Selem Hol! Method Thjs screen appears after you select Lhe Nex! button írom the Roll
Method screen. At the top left of (be screen is a box (hat contains the
screen appears. There am 12 different methods available (o: rolling a
characlefs statisrics. Methods I through VI are supported for both races available based on the ability scores you cmated in the previous
Core Rules and PLAYEWS OPTÍON rules. Methods VH Lhrough X are screen. At the top right of Lhe screen is a list of the classes avaüahle
purely PLAYEIVS OPHON methods. You may use these methods for far the race you selected. The availability of a pan-icular class dew
Core Rules as well, but you will receive a message wamíng that the pends upon the characters abilüy scores ami race. Por example,
mefhods ara intended far FLAvEws OmoN characters. some classes require a minimum score ín one or more abüity.
The final two methods de not involve rolling "dics," Enter Char- A: Lhe botlom of the screen axe two buttons: AII Races and Stan-
acter allows you lo enter in the information you want far a beginning dard Races Only. The program's default setting is Standard Races
character (instead of having it randomly generated): piaYervs Choice Only. For Core Rules characters, there are six standard races:
allows you to select the Race and Class you want for the character, Dwarves, Elves, Gnomes, Half-elves, Halflmgs, and Humans. For
PLAYERS OmON characters, there
and then (ha program generates informatíon wiLhin the correct range are two addiüonal standard races:
for ihat race/class combination. HalfAogres and HaIf-orcs.
When you "m " a character using methods I lhrough X, the p1I-o- When you select the All Races buttcn, any custom races thar you
gram símulales the tandem numbers generated by dice ami applles have placed in you: database also appear. Thexe are an additional 21
them to the character ín accordance with the selected rule set. A brief races (Aarakocra through Wemic) pmvided for PLAYEWS OPTION char-
description of each rolling method appears when you move the cur- acters.
sor over the tex! for (ha: method. To get a more detailed explanation, Choose the race and class combínation you want by left clickíng
right click on the text. on them. The program automatically adjusts any Abilíty Scores for
As soon as you select a rolling method, a screen appears that racial modifical-ions, so selecríng a different race may change some
allows you lo generate abilíty scores for you: chaxacter in accordance Abiliry Scores. When you have selected the Race and Class you want
with (hat method. When you are satisfied with these scores, select the for your character, press the Next button.
Next button m Continue with character generat-ion. You may also se- To generate a character (hat has a race /c1ass cnmbinarion not
Iect the Back bumm to return to Select Roll Method screen to choose supported by Lhe rules, choose the AII Classes button. This allows
a dífferent rolling rnethod. you (n put any race with any class or combinaüon of dasses. This
button also allows you to override the class minimum abíhty score
requjmments.
K you are steak-ing a Core Rules character,
Stnangth you will go directly to
lhe Name screen after this step. lf you aIe creating a PLAYEWS OmoN
Uexteulty m [MMEIII Character, you will go m the Subrace and Flacial Abilities screen after
Coustlrutiou m this step.

Íutslllgunce
ulxshum
Chnnlsruu

13
őubracc and Dada! Abílitics Class Abilitics
The next screen for PLAYEWS OmGN characters is the Class Abililies
For PLAYERCS OPUON characters, you may spend points to purchase
diHerent abüiries for your characler. You first encounter this on the screen, Each class has a certaín amount of points to spend on these
Subrace and Racial Abilities screen. Each standard race has a cerlaín abilities. You may spend some, all, or none of these points. Any un-
amount of points that may be spent on (his screen. Nonstandard spent poínls may be carried forward for use later in the program.
races (the 21 additíonal races provided) de no! receive points to
spend, as any tacial abiliües appear as a set kit of skills. Custom
characters mceíve points or a skíll kit dependjng on what thei: cre-
ator specified.
Ceriain races, dwarves, elves, gnomes, and halflings, have sub-
races that you may choose ín this screen. When the user chooses a
subrace, il comes with a skül kit that costs all o: some of (hat race's
points. ln Lhe example below, (ha user has chosen the Hill Dwarf kit,
and hc has five points remaining. Demihurnans, such as dwarves,
may save up to 5 of their racial pomts to spend elsewhere. Human
characters may sava all 10 of their points. Nonstandard races do not
have any points to save.
Note that PLAYEWS OPTION characters have two subability scores
far each Ability Score. For cxample, the Strength abílity score has the
Stamina and Muscle subabilily scores, Note that the class appears ín the drop-down list box a! the top
of the screen. In the case of muIti-class characters, it is imporlant to
spertd the points for earh character class. 'I'hus, the drop-down üst
box IS used to access the different classes.
nm... .In cettam instances, characters can acquire addiüonal points by
takmg dtsadvantages. In the example below, the disadvantages ap-
kinn-mg:
n..." m. pear m the bottom of the Avallable list box, The mínotaur fighter
character has chosen severe armor restrictions to acquire enough
pomts to purchase extra class advantages.
When you have purchased the Class abilit-ies you want, select the
Next bumm.

a
cum
Aunnuuu
Iliuck Ibetp... -CIt,y -'Í)e xt

When you have selected your characteís racíal abilities, press


the Next Buttun.

l: Schuuls E Sphenas
IBack Ibelpn. ICIty _I)sx(
14
Wizard Class Rogue Abilities
For PLAYEWS OmON wizards, purchasíng ciass abiliries is a rwo-siep Pl AYEWS OPTION mgues must purchase the ihieving skills they will
pmcess. First, you must purchase norma] class abilities. hava ACCCSS m as shown on thjs screen.

n'en-üti;

s
mag: m... m" o
Malin-L: cm... Chnnuz

I_ Buci:
Sshaals
I Sphunes
Ibeip... _CIt) Ing x:
n Schouls
IBDCK Ibetp...
II spneues
nem; Inexc
In illusrration above, noie that although (ha user has not purw
Lhe Priest Abilities
chased any abiliries, his characler has only 5 poínts remainmg. This For PLAYERS OVHUN priests, sphere access must be purdnased in ad-
is because wizards have to use their points to purchase access m dition to othex class abilities. Sphere access is required in ordcr to cast
Schools of Magic. Clicking on the Schools builon brings up this priest spells. To purchase Sphere BCCESS, click on the Spheres button.
SCIESH.
1112 Availabie box on the left cnntajns the available schools. To Spheres
purchase access to a school, select it in the box on the left and then You may putchase either Minor nr Major access to the available
click on the right-pointmg armw. The Taken box on the right holds spheres. Minor access limits (he Priest to spells of 3rd leve] or lower
the schools to which this character now has access, Click Dn the Close wvithin that particulax sphere. Major access allows the Priest to cast
bumm to retum m thc Class Abiliiies screen. any spell írom a sphere, subject to the príesFs leve! and Wisdom
score.
Topurchase access, selcct the sphere i.n Lhe Available box and use
the right-pointing armws to move it inm the Minor Access or Major
Access box, as desired. The Character pomts availabic for access pur-
chase appear at the lower left of ihe screen, The cost tu purchasc a
sphere varies dcpending on the sphere. Minor access cosls 3, 5 o: 10,
poinzs. Major access costs 5, 10, or 15 points.
Psionicists For now we will foüow through with the creat-ion of the Hghter
Thc Abilities screen for Psiomcists appears as follows: minotaur. Below is his Name screen:

Tudhattam Dmnu n a... Dotnsx

ma ma": uhu
Sor/g. cm. m Fonat;
-
T.
..._

uI
Surulílízi Scmnn
n Schools E Sphevuls
Baxxguannhu
jsack Ihexp... ICuy -Dnxt Bank Iberm,
I
Psíonícísts select their powers lator ín lhe program through the The edit box ín the top left of Lhe screen holds the charactefs
Skills screen. The Psionicisl,Psychic Adept abikty-purchased on the
name. The user tan enler the player's name ín the box at the top righ!
C(ass Abilities screen above7affects the number of powers the of the screen. General character informarion appears below these
psionicisl can purchase later. boxes. You can change the chaxactefs aga, height, and weight by
pressing the red buttons by that informatíon. Gender (male o:
Charactcr Namc and Miscellancous lnformation female) and aligmnent are selected (hrough dropwdown Iist boxes.
The program randomly generates a charactefs Social Class. You
After selecring Class abílities, PLAYERS OPTION Characters advance to
can aIso select a charactefs Social Class írom a drop-down líst box.
lhe Name screen. Core Rules characters advance te the name screen The Backgrcund button brings up a screen that allows you to enter
after the Selem Race and Class screen. The name screen appears specifíc backgxound informativn on the character or have the pro-
slightly differenl for the different rules sets.
gram randomly select a background. The Background screen also
allaws you to selecl a character port-mit.
The user can select a character kit by usíng khe drop-down list
box un the right. Kits confer certain advantages and restrictions on
Characters. While Lhis List box is active, it obscuxes the chaxactefs hit
points. If the character were a psionícist, his Psioníc Strength Points
(PSPs) would appear Ln lhe lower right of the screen.

18 19
őubabilíty écorcs The screen is orgamzed wíth the nonweapon profícíencíes ín the
Each playcr optínn Abílíty Score has two subabüitíes atiached to ít. top leík sectíon. The drop-dowxí líst box allows you to selcct the cat-
Subabilíry scores may be raísed or íowered. When you raíse one sub- egory fmm whích to purchase pmficíencíes. Acmss Írom this un thu
ability score, Lhe nther lowers automatically by the same anmunt. top ríght is the number of poínts avajlable for purchases.
Subabílíty scores may be raised 01' lowered by up to two pmnts, as Thcre are síx categoríes ín lhe dmp down box, one for each char-
lung as the final subabüity score does not drop below 3 or íabove 25. acter g-mup (Wízard, Priest, Psíonícist, Rogue, and Warríor) and one
Addiríunally you tan purchase cerlain race abiljtíes Lhat IcuS/E a sub- Genetal categnry. The same 01 similar proficiencies may appear ín
ability score. differenl categoríes, dífferíng only ín theír cost. Il is nonnally less ex-
pensíve [o buy a prufícíency from one of the charactefs class catev
gories (or the general calegory) than to buy proficiencies Írom other
15 Ínt class categoríes. Remember that a character wíth a kit can purchase
5,,
Stíuulnu
II
Reuter; u
II any of Lhat kífs recommendecl weapon and nonweapon profícíencíes
xo

mmm w xnnmíuoau u for one character poínt less than the normai cost.
Üex 14 UJJs l z To purchase a profícíency o: trait, or m accepí a disadvantage,
m;
mama
m
16 I_ mama"
kuzupomu:
n
12 I- lett clíck on Lhe proficíencyy rrajt, or dísadvantage and then left clíck
on the úght-poínfíng armw. This causes the selected ílem [o appear
cm, 15 Chu 11 ín the correspondíng üst box on the ríght síde of the screen while the
Foínts Left number adjusts accordíngly. To see whal a profícícncy,
II
havannai? Az

II
hamu: |4
m 11
traít, or dísadvantage does, righl cljck on ít Ln the líst box.
mm, Fnnsunanen
To rerum a proficiency, trait, or dísadvantagc, select íl and left
benn... clíck the left-pomtjng arrow.
I Clusa Languages are a special type of proficíency. When you puxchase
On thís screen, (ha user has íncreased Brunds Muscle, Balance, a modem or ancien! language nonweapon proficiency, you should
and Fimess subabílíties by two poLnLs. This has causgd the charncr lhen selecl the Languages burkon at the hattam of the screen.
ter's Stamina, Aím, ami Health to each dmp by two poínls. Selectmg A screen appears which shows Lhe languages (hal you: charader
Close retums you to the Name screen; írom thene you can select Next, can leam ín the long üst box m1 the left. The smaller líst box on the
whích advances you to lhe Nonweapon Profíciencies (NWP) screen. bottom right shows which Ianguages your character knows natu-
rally. There will always be at least one language Ln the smaller box
(either regional or racíal, dependíng on the character). Some charac-
Nonweapon Droficícncícs ters begin the game knowing several Ianguages. To have your char-
On thís screen, you may spend character poinls to purchase Non- acter leam a language, left cllck on the specíÍ-íc language ín the left
weapon Proücíencíes and Traits. Traits are beneÍ-ícíal atrríbules.
Ycu list box ami then left click on Lhe ríght-point-ing arrow. The number
also accept Disadvanlages to gain addirional character poínts. of languages the character can leam appears next to the Selectíons
may
The maximum number of points you can receíve f-rorn accepting DIS- Left text at Lhe bottom left of Lhe screen.
advantages is 15. You axe nm allowed (o take offselüng Traíts and When you have selected you: characlefs languages, click the
Dísadvantages. For example, you may not take the Deep Sleeper Dís- Close button to retum to the Nonweapon Profíciencies screen. When
advantage (whích gives you 7 poínts) and also take the Líght Sleeper you have selected your charactefs pruficíencíes, rraíls, and dísad-
Traít (whích costs 5 poínts). vanlages, cLick Lhe Next burkon te advance to the Weapons Proficien-
cies screen.

21
20
Wcapon Droücicnoics In addition m specializmg with a weapon, a chaxacter may aJso
You can purchase weapon profíciencíes with any remaíning characv specialize with shíelds or armor by selectíng the Shield and Armor
button un (ha Weapon Profíciencles screen. Characters can also spe-
ler poims and with the charactefs weapon proficiency points. Addi- cia-lizebixx particular fighüng sty les. To have the character specialize
tionally, Warriors (fíghters, paladins, and rangers) may spend any ín
a hghtmg style, select the Fighting Styles bumm on the Weapon Pro-
bonus points they receive fnr high Lntelligence/Knowledge scores cm
ficiencies screen. This brings up the screen below:
weapon proficiencies. The number uf points the characker has to
spend appearsar the bottom left of the screen next to the Points Left
text.
A! Lhe top left of Lhe screen under Selecdons, a drop-down list
box appears (ha! allows Warriors to choose how they will buy Hunan; smu- ma. Frshzvtx Styun
weapon proficíendes. Nonwarriors have to purchase these prof-icien-
cies on a weapon-by-weapon hasis, Warriors may purchase profiA
Éü- 4
ciencies by Lhe group.
When you purchase a weapon pmficiency, i! appears in the lisl
box below lhe Vour Character drop-down list box, Thjs drop-down
list box is only used if Lhe characfer is a Warrior and has purchased a
weapon group. Information on a selected weapon appears ín (ha
s
vmmu un. e
summary box below the list box.
Each weapon (or group) appears Ln the list box below rhe Sec-
Bruno is about to selecr the Two Weapon fighüng style that will
tions dmp-down ljst box. The weapons point cosl appears to its left.
When you selecl a weapon, informarion about that weapon appears permit hím to fight with a melee weapon ín each hand. Because he
purchased the Ambidexteríty Trait earlier, he does not suffer any
Ln the
summary box below it. To purchase a selected weapon, left penaldes on his attack ralis. By invesüng an addiüonal 2 poinls Ln
click on the right-pointing arrow to the righf of the üst box.
this specíalization, he can fíght with two weapons of equa] size (nor-
On the upper right of the screen is informaüon about your charv
maJJy, one 02' (ha two weapons must be smaller than the other, unless
acter. Below this are buttons for different types of specíalization.
boLh are smaLl sized).
Fighters can specialize ín a weapon as lst-level characters. To spe-
cialize, the character must fírst be prnf-icient in the weapon. The üst Press the Close bumm to retum lo the Weapons Proficiencies
box at the top left of the screen shows all the weapons with which the screen and then the Next button to cont-inue character generat-ion.
characler is proficient. To specialize with a weapon, select it in the
Proíiciencies box and mer: left clíck on the arrow that points m the őkills
specializalíon box.
When you select a weapon ín the Proficiencíes box, the box Unless your character is a singlevclass fighter without Wild Talents,
(ha Skills screen will appear. If your character is multí-classed, man-
below it shows how many points the character has ro spend, as well
as the cosr to make that weapon his weapon of choice o: the cost to age hjs skills for each class before clicking on Lhe Nex1 buHon m ad-
purchase expertise or specialízatiun with that weapon. vance lo the Equipmem screen.

22 23
Wild Talents The Skill column ín the
upper left shows the skills that the use;
Characters who purchased the wild kalenl trait receive theLr wüd tal- purchased on the Class Abilities screen. The Fnints Added column
enl on thís screen. shows hnw many points have bcen invested ín each skill (pnints 31-9
invested usíng lhe spin buhons w the right). The Modilied column on
the left shows the skíll percentage as modified for race, class, Dex.
teríty (and subabilítics) scores, and poínts invested Ln (hat skjll. The
m.
non (unt: nagy."
Imm umummu '
number of poínts remaining far inveslment are shown next to the
Points Luft label ín thc lower left screen.
After you have invested your dwaracteri; skill poinls as desLned,
chck on lhe Close button ro return to the Skills
_

screen and then click


un (ha Next bumm.

Leam and Scribe Spells


Wxzards xjeed (o learn and scríbc spells beforc they
can cast them (un-
Éss íeadmg a spell f-rom a scroll ur book or usíng a speciel magica]
1
em .

When creat-ing a wizard character, press the Learn and Scribe


Bruno pnssesses the Body Cent-ml power. Right clicking on this Spells button while on the Skílls screcn to access the follnwing
(alant informs you [hat "This power allows the user to adapt his screen.
body to a hostile environment. The change must be keyed to a spe-
cif-ic surrounding: water, acid, extreme heat, extreme Cold,
an elew
mental plane, etc. If Ihe power works, thc user not only survives, he
behaves lika a native organism. He can breathe and move non-nally,
suffering no damage from lhe environment."
Ar this point, you would nmmally click on thc Close button 10
remm to the Skills screen and í.fthen Select the Next button te go to the
Equipment screen. However, you have a Rogue, Wizard, Priest, or
Psionic dnaracter, read the pertinent informat-ion that follows before
advancing to the Equipment screen.

Rogue Abilities A m... n."


Rogues (lhíeves and bards) should select the Rogue Skills bufton on
the Skills screen to bring up a screen wherc lhey purchase thcir speA
cíal skills. This screen allows Rogue characters (thieves and bards) to The Class drop-duwn list box aHows
you to select the correct
invest their start-ing skill points ín the thieving skills Lhey purchased class for your character. The School üst box allows
you to select the
on the Class Abilities screen. Thicves have 60 points tn Lnvest (no school (01 all schools) whose spells will
appear Ln the AII Speíls box.

more than 30 in any one skill) and bards hava 30 poínts to invest. Thc Spbell Level zfpin burkon allows you to select the level of the spells
fa be cilspl-aye-d m the AII Spells box. The Sphere drop-down list box
IS only actwe 1f your character has the abílity to
(ast Priest spells.

24 25
The number of spells you: Wizard Can learn, and his ability to The Class drop-down üst box allows you m (Lhonse the character
leam them, depends on the WizarcVs class and lntelhgence (and re- class ihat is memarizíng spells. Note Lhat some multiclass Characlers
Iated subabiliky) score. To leam a spell, selecl it írom the Allbspells can cast both wizard and príest spells, and the user should select this
box ami then press the right-point-ing arrow. The program wrll gen- box separately far each class.
erate a random number Lhal delemúnes if you: character can leam The spell leve] spin button allows you to select which spell levr
thal speu. The user can override this number if ha wishes fur Lhe els will be memorized. Depending on the character, either the
character to leam fiús spell regardless. W'hen lhe character leams a Schonls or Spheres drop-down lisl box activates, Choose the school
spell, it appears ín the Spe||s Known box. or spherc from which you want to memorize.
To scribe a spell, select that spell and click on Ithe arrow that Spells a character can memorize appear ín the Known box. To
points to the Spellbook box, Beginning Wizards recenve a free spellw memorize a spell, click on it and then click on the ríghtrpoixxüng but-
book in which they can Lnscribe spells. Spellbooks may also be purr ton. You may memorize as many spells as your Slots Left (lower left
chased as Standard Equipment on the Equipmem screen. of screen) number allows (you may override this). [f your character
Once a character leams a spell, he must memorize il before he is a specialist Wizard, he can memorize a bonus spell f-rom hís par-
Lhe Skills
can cast the spell. Press the C|ose bulton to rerum h; screen ticular school. Thís is shown by the Speciaiist Left number at the bot-
ami then click on the Memorize Spells button. torn lcft uf the screen.
Spells that a character has memorized appear Ln the Known box.
Memorize spells To get rid of a memorized spell (ín order m íree
up a slot to memo-
This screen allows you to use the program to orgaruze and manage
_

rize a differeni onc), select the spell ín the Known bux and then click
spell memorizalion. Both priest and wízard characters use the Mem- on rhe leftwpninting arrow.
orization screen that appears as follows: After your character has memnrized the desired spells, select the
Close bumm tu retum to the Skilís screen and then select the Next
button.

Psinníciü Powers
From the Skills sercen, click Lhe Psionics burkon to gívc a psiorúcist
character his spccial powers. Clicking this burton causes the Psionic
Powers screen m appear.

nunwms Aczasnzo: puma, I'm?"-

én
p4

I Clwse Szmncus
P
Amcsi: m:

4
Ueuuuuus Acrvsi m;

26 27
A begínmng psionícist can have one discipLine, one scíence, and
class abüity.
one devol-ion, unless he purchased psychic adept as a
Psychic Adept characlers start with one additicmal discipline, sci-
enne, and devntion.
The first step ín acquiring psionic powers is to select a discipline,
then a devorion, ami then a science. Selecting a science requires tha!
you first select devotions. The summary box (lower ríght) provides
minima] infotmalíon about Lhe selected dísciplirxe, science, or dev -
rian. To receive additional ínformal-ion, ríght dick un the discipline,
science, or devotion.
To acquire a discipline, scíence, or devorion, select it Ln the left
box and then díck on the anow thal pcints to the correspondmg ac-
cess box, For each science selected, you must füst selec! two devo-
tions, Some devotions may only be selected if a particular devotion
has been selected previously. You can purchase equipment (usíng the Buy/Sell button) m lake
I

Under the Lnclude label Ln the upper right oí Lhe screen ara a 1tfor Free. In gengray you should buy your charactefs equipment-
nurnber of check boxes. Beside each check box is the name of a eXCePf when a lgt gwes a character free equipmenr
or such equip-
psionic djscipline. Sciences and devotions appear only far those dis- ment 15 Ismall (s]'.1ng_st_ones) or readíly available (quarterstaff).
cipünes whose check boxes are checked. Ln order to ease the selecüon Eqmpment 15 §1v1ded íme a number oí categories, and you can
of sciences and devotíons, it is recommended Lhat you check only the choose Lhe categones by usmg the drop-down list box at the top left
check box fax the selected discipljne. oí Lhe screen under Equipment Lists.
ha shuuld have ifo buy or-otherwíse aaÉqlúre
[f
yom character has the Psychjc Adept ability, an ítem, selecl ít ín ihe list box under
lwo disciplmes. lt is tecommended (hat you choose the science and Eqmgment LISÍS). Then chck on the rightrpoírlüng armw. When an
devotions far each discipljne one at a (íme, This is best accomplíshed gem xs selected, unformat-ion (m Lhat item (íncluding its cos!) appears
by havíng the check bux for only onc of the dísciplines checked at a m the Description of the selected ilem; the list box and a picture of
ríme. Choose the science and devorions for one discipljne, deselect ihat item appears to the ríght of the box.
the check box for ihat djscipline, select the check box far (ha olher Ngle: m buy ar? nem, its msl cannot exceed (ha total vaIue of the
goms m the Spendmg Money category of [ha Character Equipmem
I

disciplíne, ami then choose its science and devotions.


When yuu have selected the powers far your psionicists, dick on hst box.
the Close bumm to xetum m the Ski||s screen and lhen select the Next As lhe Character acquires items, they appear under the Character
button. Equupmem hst box. The first weapon acquired appears under the
Items Readied box. The fírsl armor a character acquires is placed ín
the Items Worn box by the program.
Equípmcnt écrccn
v

_When_y0u create a charactfr, the program will puxchase ceIlaiJx


On this screen, your character can purchase (or otherwise acquire) basxc eqmRmenl-íor you, ThlS equipmenl includes one or morc
cquipment, store or carry it, place it in conlajners for easier carrying, wbeapons wxth wluch the characler is proficient, a backpack that con-
don armor, and ready weapons. tams one week's ratíons, a wineskirt, Hint and steel, torchcs, a buck-
The bottom left oí Lhe screcn provides general information about ler (unless your character is a thieí 01' wizard), and hide armox
your character. Thc boltom right of the screen provides combal
Ln- (unlgss your characler is a wizard). You Can sell this (or any other
formation ahout your character7including Movement Rate, Armor equxprtxent) back by sclecting it ín the Character Equipment bax anCÍ
Class, THACÜ with readied weapon, and damage wíth readicd then chckixxg Cm the left-poüxtixxg arrow.
To nrmve ltems into different categoríes or contajners, drag them
weapon.
as explanned ahova. If you want your character to carry money, drag
'28 29
Press the Finish button to bring up the City Screen.
the coins Írom the Spending Money Category onto the charactefs
person.
City őcrccn
Dcvíewing Your Charactcr
To review detailed infcrmation aboul your character, click on the +
signs ín the boxes at ihe bottom of the screen. In the illustration
above, the user has opened the Traits category to show that Bruno
has Ambidexterity, Wild Talents, and an Intema] Compass. The user
has opened the armm class category to reveal that Bruno has an AC
nf 3 due to his Natural AC uf 6, minus his Balance subability Defen-
síve adjustmenl (-1) and his Class Ability bonus (Fíghter, Defense
bonus).

The City Screen is the last screen Ln Lhe character generarion pmcess.
i: allows you (a mtum to earlier portions of the program. The build-
mgs, podium, and signs are all "buttons" which you can click on.
Movíng the Cursor over one of these "buttons" causes explanamry
tAext
torappear at lhe buktam of the scteen; this text explains what por-
tion ot the program each "burkon" accesses. Nole that many of rhe
character creation screens had a City button at the bottom of thej:
uheip... ICanceL IFImsb screen.
_Ba(k The Race/Class Abiiiiies butlon is only active far PLAYERIS
OFHON characlers. The rest of ihe buttons access the following
A quick overview of Bmno reveals the toilowiixg: As a minutaur,
ha is a Largc creature and can use a two-handed weapon with onc screens: The Name podium accesses the Name sczeen, lhe NWP
building accesses the Nonweapon Proficiencies screen, the WP tower
hand. Because he purchased Ambidexterity and ihe Two-xveapon
Fighüng specializatinn (with 2 extra poLnLs ínvcsted Ln that specíalw accesses the Weapons Proficiency screen, Lhe Skills building accesses
the Skills screen, the Equipmem building accesses the Equipmem
ization), he sufíers no allack roll penalty for using two weapons;
thus, he fights wíth a rwo-handed sword ín each hand. Because hc screen, the Cancei sign allows you k) discard a characler, and the v

Save sign allows you to keep a character.


specialízed with lhe twu-handed sword and has a musclc nf 21, he re-
ceives a +5 on aIl ahack rulls and a +1] un all damage rolls when
using thís weapnn. Brlmo also has An unarmored AC of 3 and a Charactcr Managcmcnt őcrccn
movemenl of 16. His 22 Fít-ness allows hím to start the game with up When you are sat-isfied with your character, click on the Save sign.
m 24 hit points (and possible regencrarinn, dependiiwg nn the DM). The Character Managemem screen will appear.
HIS wiId talent (Body Cnntrol) allows hím (o hve in any envimn-
ment, providcd ha makes the appropriate roll.
Not bad for a start-ing character.

31
30
Update CharacLcr must enter all information. You may add characters up to level 100 ín
To update a character, Hrsl select (hat character (leír clnck on its neme) the program.
Ln the Characxers box "m khe
upper left of the Character Managemem
screen and then click (m the Update button. Thís takes yuu to the City Vicw
Screen where you select which portion of the character recurd you amii

wish to updare. Thjs allows you (o View a character record on screen, To use lhis fea-
The program rracks when lhe character is eligible for additional mIe, first select the desired character in the Characters box m the
spells, rogue skill points, pruí-icíencíes, and other level-based mew right and then clíck on thc View button. A menu will appear that
chanics. You may overríde any of these. specifies what ínformarion you would likc lo víew, Use the click
The most-often accessed portions of the character record are the boxes in Sections to seleck üne inforrnation you want displaycd. Use
Equipmem screen and the Name screen. The Equipmem screen the radio buttons in Blnck Sryle to selecl the character sheet style.
allows you to change the equipment and money your character After you have made your select-ions, press the OK button. A screen
owns. Any equipment your character acquims through advenluring appears which shows your characlefs record as ít would appear if i!
(gifls and loot) should be added using the Free burkon. The Name were printed out.
screen allows you to adjust your character's Experience Points, Hit Tv prím out this record, click un the Prínt bumm. To advance (o
Poínts, and so on. the nex! page of the reccrd, click on the Next bumm. Unless you are
Tv adjust the charactefs Experience Poims, press the Level butw on the f-irst page of the record, the Previous button will be acrive.
ton, Thjs brings up thc Levels screen. When the Previous button is activc, you can click on it to relum to the
Far a single-class character such as Bruno, this screen is pretty pmvious page of the record. To havc the program display two pages
simple. You enter the addit-ional experience poims your character has side by side, click on (ha Two Page buhon. To make the page larger,
eamed ín lhe top edít box and then press the right-pointing arrow. click the Zoom ln bumm (only part of the page will show un the
The program totals your experience points and calculates your Ievcl. sercen). [f you have already zoamed in, you may select the Zoom Out
If your receive additiona] character poinls, enter these ín the bottom button to make the page smaller. To retum to the program, click on
Edit box and press the right-poírlting arrow. the Close bumm.
Far multi-class characters, this screen is morc complicated. The
lop thxee edit boxes allow you m separately enter expericnce points DrinL
for each class. The middle two boxes allow you to award the same
amount of experience points m all classes (the number you enter in To print a charactefs record, first select the characler Ln the Charac-
the All Classes box is added to each Classk experience poLnts), or you ters box and then press thc Prím bumm on the Character Manage-
can have the program divide lhe experience points equally amoug all ment screen.
classes (the number you enter Ln the Split Up Poinls box is equally
divided among all the classcs). Dcletc
For Core Rules charackers, the Character Points box does no! ap-
pear. To eliminate a character fmm your database, first select ihat characŐ
ter Ln the Characters box and then click on the Delete bumm.
AB
Entcr Charactcr
Import Charactcr
The Enter Character button Un thc Character Management screen
allows you to enter a character into the programh database. Once en- To add someone el5e's characler to your database, click un (he Import
temd, you may use thc program to update and othcrwise manage Character key. Note that when you import a character, lhe program
ihat character. The program wilI step you through Enter Charactcr ín adds any new items, spclls, proficiencies, or equipment to your dara-
a marmer siznilar m Create Charactcr, excepf [hat the pmgram will basa.
not generale numbers or oLher informatíun for (hat character, You
32 33
Export Charactcr Edit Dacc
To add a character te someone elsős database, click un the Export When you select the Edit button for an existing race, the Edit Race
Characler key. When you export a characler, all of his equipment,
spells, proficiencies, and items gu along with hím. The program au- screen appears with irűoruxation ín the edit boxes as shown beluw
tomatically adds all of the charactefs custonúzed items, spells, pro-
fidendes, and equipment to the new dafabase,

Close
Pxessing the Close button [mm the Character Managemenl scxeen re-
rums you (o the Main Menu screen.

Custom Daccs
When you pxess this button, the Races screen appears and shows you
any previcusly created custom races. If you have nm cmated any
races (or if you have not selected a race), only the New button is ac-
tive, Custom Data
Selecting this bumm allows access to the portions of the program that
New Dacc contaixl the most custom iraformaüon. When entering custom infor-
maüon fmm the Parts pop-up, first select the type of informatíon you
When you select the New burkon, the Edit Hasas menu appears as
shown below. Noha that all edit boxes are empty, m; the user has not
want lo enter írom the box un the right (Select the Type). Information
that already exists ín the database far ihat type oí írtfonnarion ap-
entered any informaüon far this race.
pears ín the box on the right (List of Paris).

The drop-down list box a! the top of the Parts menu allows you
m select the exact fype of infonnatíon you want. The All seleclion '
displays everything Ln the database. The two other selecrions are
Standard, which shows only the informatívan shípped with the prod-
uct, and Cusmm, which shows only the information added to the
34 35
database, [i the Magíc Only box is checked (hattam of pop-up), the Once you create an item, you may copy its recond and use it as
program will only display magica! items. the basis for a different iram. Por example, a pop-up appears when
Miau you select a custorn ítem írom the List oí Parts, all buttcns Lhe user seleds the Equipmenl category and Backpatx item and then
to the right of (hat box (Nem, Edit, Copy, and Delete) are active. If you clícks the Copy bumm.
seled a standard ítem írom (be List of Parts, Only the New and Copy All information for the backpack is filled ín (induding all infor-
butlons axe actíve. If you de no! select any ítem, only the New hutton mation tied n) the other butlons cm Lhe menu thaf are not shown on
is actíve. the pop-up), except for the name. Yuu can create an ilem idenücal to
When you select the New buttun, a pop-up menu appears, The üle backpack by copying the backpack and entering a new name. You
informaticn displayed ín thís menu depends on the data type se- can also cxeate an ítem similar (o the
'
ane you are copying by only
lemed ín the left list box on the Pans menu. Below is the menu that changing selected ínfommüon,
appears when you select armor. The followíxug ínformation appears when you select the Con-
tainer button for the backpack:

Most items bxing up a mora generic menu ihat offers mora cus-
tomization options. Below is the menu that appears when you select You
tan create a larger or smaller backpack by changing the 50
Characier Kits, under Stowage Capacity (ín pounds) (o a larger or smaller numher.
You can also modify any of the other ínformaüon on this sercen. If
you modify this informalion and give the tecord a díffexent name,
the program adds it to the database as a custorn item when you se-
lect the OK buhon on the Database Information pop-up.
You cannot Edit or Delete items ar informarian that appear ín the_
standard database; you can only Edit or Delete items or infcrmarion
ín Lhe custom database.

36 37
Custom öpclls A similar pop-up appears for priest spells, only spheres replace
To schools and Ouest replaces Wdd Magjc. To create a new spell, place
add a custom wizard 01' priest spell, click un the Custom Spells
button on the Custom Database sczeen. Thís displays the following the desired information into the edit boxes. Note (hat new Schools
and Spheres ane cmated on the Paris menu.
pop-up:

Custom Dovere-
To create a custom psionic POWEI, click un the Custom Powers but-
ton. This dísplays the following pop-u :

The dmpvdown üst box under Spells allows you to view aJJ spells
ín the database-ixtcluding both standard spells (the ones ihat
shipped with the program) and any custom spells (the ones Lhat you
hava added to the program). If you de not select any spell ín the list
box, only the New button remains active. If you select a standard
As wíth other ikems and information ín the dahabase, you cannot
spell, the New, Copy, and Schools buttons axe adíve. If you select a
edit or delete standard items or irxfonnation.The Options dxop-down
custom spell, all of the buttons acüvate. The radio buttons by Spell
Type allow you to choose either wízard or príest speLls. list box allows you to seleci all powezs, standard pcwers only, or cus-
In addition, Lhe Lwel spin burkon allows you to select spell level. tom powers only (those powezs that you have added te the data-
When the level is O, all speLl levels appear. -
base). The check boxes at the right of the pop-up alluw you to filter
When creaüng a new wizard spell, this pop-up appears: powers based un theír discipline. If you do no! select any check
boxes, the program displays only psionic disciplines. To display sci-
ences and/or devotíons, you must select their check boxes.
To create a new psionic power, click the New button; this dis-
plays the Psionic Powers [nformation pop-up. Then, fül in the üst
'
boxes as desíred. Use the Discípline drop-down list box to choose the
discipline (o which the power is assigned. Use the Radio buttons to
determine if the power is a science or devntion. If the power has a
prerequísite, select Lhe prerequisite from the Possible Prerequisite list
box and then díck the right-poixxring arrow. Note (hat new djsci-
plines are cneated on the Paris menu.

38
Custom Encounters Crcatiug an Encountcr
To create an encounter, click on the Encounters button on the Custom Tv cxeate an encuunter, select a monster fmm the monsler üst box and
Database screen. This displays the followíng screen: click on the New button by the Encounter List bux. TTús bríngs up the
üst of previously cxeated encuunter templates far that monster.

Thjs is a complicated screen, At the upper left, the top dropw


down list box (Options) allows you to chouse 511, custcm, or standard The pop-up screen above shows that there are two enmunter
mcmsters. The search edit box allows you tc locate a monster by en- templates for Bugbears ín the database. Before you tan czeate a new
tering its name. The Iist box below search contajxxs the monsters as cncounter for a monster, you must create an encounter template (ex-
specified by the Options box. Note ihat the New burton to the tíght of plained on pAZ). When the usrer selects "Bugbear, Lair," the Create
the list box is always active. The Edit and Hemove buttons only acti- an Encuunter button becomes active and dísplays this pop-up. This
vate if you select a custom monster. The encounter options appear on pop-up shows the Bugbear, Lair Encounter that the program ran-
the lower left of the screen. The Opiions drop-down list box allows domly generated based on Lhe idomul-ion contained ín the template
you to select all, standard, or custom encounters. for this encounten To add this encounter (o you: database, enter ín a
When you select a monster, its picture appears at the top right of name, and click on the OK burkon. Summary information about the
the screen. lf (here is meze than one piCtuIe far a monster type, the monsters ín the enccunter appears in the lower left uf the pop-up.
Next Image button acrivares, To show a monsteis picture full screen, Cljcking un the Add bumm permíts you to add more monsters to
click on the Full Screen bumm. To add a monster to you: database, the encounter. Clicking on the Edit bumm allows you to change the
click on the Import burkon. To give a copy of one of number of Bugbears ín the encounter. Clickíng the Delete button
you: monsters to
someone else, clíck on the Export bumm. To view inforcnation about deletes this encounter. Cücking on the Treasure button brings up a
a selected monster, click on the View bumm. Ta print information screen that shows the treasure far the encounter. You may use this
about a selected monster, clíck on the Print button. screen lo add, delete, or otherwise change the treasure assigned to
this enmunter,
The other buttons ín the Additional lnformation sed-ion call up
screens (hat allow you to modify the encmmter wíth NPCs, Traps, or
Items and províde a written description of the encounter.
Notc that when you access the Enoounter Screen fmm the Map
Maker, a Place on Map bumm
appears on the screen above the New
cncounter button. When you select an encounter and cJick the Place
un Map button, that encounrer appears on that map at the indicated
lncatíon.

40 41
To create a new table, dick on the Close buttons until you retum This pop-up permíts you to fonnat infurmalion far the custom
to the 2A20 Encounter Tables screen. When you return to (hat screen, monster 50 that ír matches the formai for standard mansters as pro-
click on the New button. Thís lakes you to a 2-20 Encounter Table víded by the MONSTROUS MANuALW tome. You wiJl have to neme the
screen where the Name box and encounter slots are empty. To gener- monster befcre you can add it to the database,
ate a table set Lhe fílters as you desim and click on Lhe Fill bumm. To
add a specjfíc monster template to a specífic slut ín the encounter,
Íírst dick on the Radír: button tu the ríght of the desired slot and then
double left click un the monstex template ín the líst box on the right
síde of the screen. Once you have created the table you want, clíck
the OK button, Note that you wíll na! be able m save a tahle mm] you
name ít.

Custom Monstcrs
To cmate nístom monsters, cljck on the Monsíers. Custom burkon from
the Custom Database screen. This bríngs up a Munster screen that re-
sembles the Encounters screen, The main difference between the two
saeens is thaí the luwer üst box ín the Monster screen dísplays differ-
ent types of the selected monster ínstead of díffexent encounbers,
Monstcrs
Clickixíg on the Monsters button bríngs up a screen that allows you
lo exaxnjne all oí the monsters ín your database. The monsters ín the
database appear ín the líst box on the left of the screen. Above thís list
box is a search box. When a word is ryped ínto thís box, the program
selecls a monster neme wíth the neaxest alphabetícal maích.
The piclure of the selected monster appears ín [ha upper ríght
screen. When there is more íhan one píchure for the selected monster
(as wíth dwarves), the Next Image button acüvates. Clíckíng on lhe
Full Screen button enlarges the monster pícture untíl ít is the only
image on the screen. The View button allows you tn see ínformation
about that monster. The Prím burkon allows you to print this infor-
mai-ion.
In the above screen, the user selected the Brow-nie monster ty-pe
a! the top of the scxeen, ami the dífferent types of browníes appear ín
the lower list box. To erezte a new Monster type, you should click on
the New button next to the MonsterTypes list box. You tan enter only
two píeces of information te creaíe a new monsler type (the bitmap
íríformatíon is opríonal), The bilmap determínes what pícture is dís-
played when the monster is selected. To create a new monster far a
selected type, clíck on the New button hy the Monsters líst box. Note
(hat this new monster wi.I.l be üed to Lhe monster type selected ín the
upper box.
44 45
Dolling Trcaasurc
Trcasurc Tablcs
To generale treasure randomly, click on the Roll Treasure butlon. Thís
You may review and modify the treasure tables fmm the DLÍNCEDN
brings up lhe following screen:
MASTER Guide by clicking
on the Edit Treasure Tables button. This
pops up Lhe fullowing menu:

lám
aáwánanxuv

When this screen first appears, there arerft any numbers next to
You cannot delete the tables provided with this pmducl, but you
the spin buttons and no informaüon appears ín any of the boxes. The
program generates treasure i.n accordance with Table 84 ín the DUNv
can edit them. If you edit a standard table, you may use the Restore GEON MASTER Guide. Edit-ing treasure tables or creating new treasuxe
bumm ro retum it to its original state. ln addit-ion, you may Copy an
tables w-ill affecr this.
exístíng table and use it as the hasis for a diíferent table, or you may
Use the spin buttons (a set how much of each neasure type the
cmale a New table from scratch.
To create a New table (or edjt an existing one), use the drap- program should generate using the Lreasuxe roll. Then, click un the
Roll bumm to generate the l-reasuze. When the program generates the
down Iist box at the top right of the menu to access the dífferent
l-reasure, some of the átfonnak-ion appears together.
ilems in the database. These are Lhe only items thar you can indude The program does not display detailed infonnation on Gems and
ín a treasure table. To add an ilem to the l-reasure table, select it in the
Art in the example above; rhus, a plus (+) appears next (o this cate-
right list box and then use the Add butlon h: place it in the table
(move it (o the left list box). The default probability for the program gory. The small box at the upper right of the screen contains certain
to select any ítern írom a table is 1 ín as many ítems as (here are ín the summary ínformation. This box díd not appear ín the example above
untíl the user dicked on the Calculate bumm.
table (far example, 1 ín 4 on a table with four items). To change thís
probability, select the item i.n Lhe left üst box and use the Probability ln lhe above screen, each ríme the user selected the Roll burkon,
the newly generated treasme replaced the displayed rreasure. lf the
spin button. When crearíng a new table, be sure to neme it. _

user were to select the Accumulate Rolls check bcx, the program
would add the dísplayed l-reasure and new treasure together; this
would occur each (íme the Roll burkon is selecled.
You may use lhe Reset button to return this screen back to its
original state, and clicking un the Edit button allows you to mudify
the contenrs of Lhe treasure.
To add items to the treasure, fira! select lhe broad category of '
item you want by using the drop dow-n edit box at the top right of the
screen. The individual items for ihat category wiJ.l then appear ín the
box to Lhe right. To add an item, select it ín the right box and then
47
46
clíck on lhe Add arrow. To delete an item, selecl it in the left box and Clíckíng the stack of bools ín the Main Menu screen takes you to the
then click on the Flemove arrow. Books Online screen. This screen contaíxís nine separate books plus
Once you build the treasure you want, click (m lhe Close button two help fíles. The Tome oí Help is a large help fííe (hat contaíns Bach
to refurn m the Roll Treasure screen. Here you may Prím or Savu thc of the nine AD&D books (as indívídual help fíles) and possesses the
rrcasure. When the program saves lhe treasurc, ír places ít ín a (mas- abílíty to combine all nine books Lnto one large, searchable help file.
The other help file is an expanded versíon of Lhís prinled manuaí.
um bundle and adds ít to tho database. You may píace these bundles
ín encounters. You may open each of (ha nine books as a Rich Texl Furmat
(RTF) document. Thís format aLlows you to manipulate the docu-
ments whílc using almost any ward processor. To open a book (ex-
öavcd Trcasurc cludíng Lhe two help mmes) ín Rjch TeX! Fermat, left click on it.
To access The program will search your computer to find your preferred
any treasure you hava saved i.n a bundle, 01' ío create a cus-
tom bundlc, lett clíck on thc Saved Treasure bumm. Thís bríngs up word processor ami open the selected book ín that word processor. If
Lhe Lisí of Treasure Bundles
sercen. you don't like the Word processor that the computer selects, start the
You can t-ransfer trcasure bundlcs to other copíes of thc program word processor you prefer and use ít (o open the book iíles. You wíll
by using the Expon burkon. You may also takc bundles írom othcr fínd the game books ín the Books folder uf the Core Rules CD that
copíes of the program and add them to your databasc usíng the Im- shipped with this product. Loading the .RTF fíles into a Word proces-
port burkon. When you select a treasure bundle, the New, Edit, Copy, sar wíll enable you to manipulate and prínt out the text as you can
and Delete buttons are active. If you do not select a treasure bundle, wíth another wnrd processor document.
only the New button acrivates. Clicking on the New button retums The heíp fíles are desígned m allow you to fínd ínformalíon
you to the Holl Treasure screen. Selecting a bundle ami clicking on the quickly. They ara extensívely cross referenced wíth hypertexl jumps.
Edit button returns you m the Roll Treasure screen wrth the íreasure Tb create an extensíve cmss reference of aII lhe books, click on (ha
írom that bundle appearíng Ln the right box. Selecting a treasure bunw Find tab when you firsl open the Tome of Help. To access a partítular
dle and clicking íhe Copy bumm returns you m the ROII Treasure book, díck on the Contents tab and Lhen doubíe leír clíck on thc book
screen with that bundlds t-rcasure ín Lhe right box. Beled-ing a treas- you want. Once you hava opened a help file lo a particular topic, it
wíII be dísplayed ín thís manner:
urc bundlc and clíckíng tho Delete bumm removes Ihat bundle f-rum
your database.

Books Onlínc (Dook őlack)

You
may usc the Eiíe menu opíion m prínt the displayed topic.
Ynu
may usc the Edit menu opt-íon to copy the tnpic. The gontents
burkon will retum
yuu to the Contents rab menu. Thc Index burton

49
awí

menu. Browse under the help sy5tem's "Contents" tab and you will Status Bar: Displays the cuxsor posítion, aclíve layer, line wídth,
find help divided inlo logical categoríes. line-style and fill style. You can change these settings by clícking un
,_
them.
Thc Campaign Mappcr Maíl-líst _;_4.r

Bumm Bar: Tums each of CM's drawíng aids on or off. Righl clíck
This is a very active list mn by gamers to help new CM users and to -_

on a button to change its assocíated properries.


discuss all things map related. To subscribe, follow the inst-rucüons at
the ProFantasy Software web site (wwwproíantasycom). Ma...
Mznu Bar: Contains CM's complete set of tools and commands,
dívided by funcrion. Certaín menu items also name a hot-key; you
The CM őcrccn can use these keys as an altemate way of inputting the command.
Menu Bar Srams Bar Tcllíng CM what to do
The following material details the various ways (hat you can manipw
Calebg

ulate the Campaign Mapper program.


14513
Bar,

őtarting Commands
Icon
pueu

Hand

To start a new command ("copy," for example), you can:


uoou

Lefr
429

Bav,
- click the Command icon
Cowor

í 0 select it fmm the menu


- for some commands, use a hot-key (e.g., CTHL-C)
Cnmmand Lma Hunan Bar o type fhe command at the Command Line

Commund Line This is very important because it tells you what


:
CM's Command Line tells you what it Iequires next once it has
commands the CM program expects next, and ít aHoWs you to type accepted a Command. Note that starüng a command usually cancels
ín commands and numeríc values. any orher cormnand that was ín progress. Some commands (end-
point and zooms, far example) are designed to work inside another
Icon Burs: These contain CM/s most frequently used mapping command and therefore de not cancel prevíous commands.
tools. To fínd out what an ícon represents, rest üxe pointer over it and
its name will pop up. There is also a guide to the icon bars in CM's Canccling Commands
Help System.
To stop command ín mid process, press the ESC (Escape) key. The
a
Symbul Catulog: Shows the contents of the curmnt symbol catalog. Command Line will instantly revert to "Commandz". Some comw
Use the scroll bar (70
move up and down the catalog. mands cont-inue indefínítely For example, if you are placing a symv
bol, there is no limit to how many copies you want. ln these cases,
you press Lhe right mouse button to end the command.

56
Auto-Depcating Commanda őclcctíng Entitics
If you want to repeat the previous command, you do not have to rew "Edit-ing" commands (for example, "copy, change," "scale," and
select its icon. Instead, click on the riglit mouse bumm; this repeats "rotate") requirc you to select the entiries you want to change. If the
the last command you chose. command can only affect one entity, the Command Line will change
te say "Ent-iry to edih" and the cursor will change to a small "pick
Changing View If
box." the edít Command can affect more than one ent-ity at a l-ime,
you will receíve a series of dialogue boxes (like the ones listed below)
To get a better view of an area on your map, you can "zoom" ín or to build your select-ion,
out at any time-even in khe middle of another command. This
allows you to place ent-it-ies quite accurately, eVen by eye. Zoom Ln by
clickíng on the magnifyixig glass icon with the plus (+) symbol, lo-
cated in the upper lcft of the screen. Zoom out by clickíng on the
magnifying glass icon contaixiing a minus (k) symbol.

Entering Doints
"Drawing" commands (for example, "Line," "arc," "box," and "cir-
cle") require you to place points that define a shape. When CM needs o "Left click m select - right to endz" Left dick on the edge
a poínt, the Command Line will say "First point" or "Next point" of each entity you want to edit, and right click when you
and fhe cursor will change to crosshairs. At this point, you can: axe ready to conünue. lf you miss with the füst click, the
selection method automatically changes to "Window."
o place the point by eye, dicking on the desixed locaüon Select-ing text is a special case because you must select on
0 use a modif-ier ("EndpoíxitW "On," or "Mídpoixit,"íor ex- the texFs baseljne.
ample) to pick a point precisely on anofher entity o "Windowz" The Command Line says "Pick entities in
t type an X-Y coordinate (at all ümes the cursor coordinate windowz" and the cursor changes to crosshairs. Clíck
appears on the Status Bar) two comers of a "window" when you want to select any
o type a coordlnate relatíve to the last point entered. Rela- entities that cross each other o: when the entities fall
t-ive coordinates start with
an "E" character (for exam- within the window.
ple, "G22,3" means "at across and 3 up from the last
2 o "Same entities as beíorcz" This selects the lask entities
point entered") you edited or drew.
a "All entitiesz" Thís selects all entíties except those on
Note that if a number appears in square brackets on the Com- "frozen" and "hidden" layers.
mand Line, it is a defaull value. Right Clícklllg will accept this value.

58
All entíties that you select receive a iight-gray uutline, When you
have completed the first selecrion, CM gives you the Modify selection
dialog box:

The gray highlight bar marks the iayer you are about lo modjfy.
If you seiect OK-Apply edil now, Lhe edit command will continue You move Lhe gray highlight by clickíng elsewhere on the üst. Ln the
with ils own specific questions shown on the Command Line. If you example above, the user is modífyíng the "Forests" layer.
select Add (o selemion or Remove from selection, you will receive Lhe Tn hide a layer, click the white box ro the left of Hide" A ück will
first dialogue box again, allowing you to choose which entities you appear ín the box, and the program will mark the iayer wíth a Small
add or remove, (Note: you can add and remove as much as you like.) H, indicating (hat it is now hidden. Ciick again to show the iayer. You
cannot hide the current layer.
To protect a layer írom being changed accidentally, click Lhe
Laycrs
white box to the left of Freeze. A ück will appear ín the box, and the
program will mark the iayer with a small indicaring (hat ii is
F,
Everything in a CM map is atrached to a named "layer" ("Coast,"
"Roads," or "DM Only," for Example). Layers are like iransparent, frozen. Click again io "thaw" the layer. You cannot freeze the current
overlappixigsheeis Lhai add together te make the map. By choosing layer, You can affect ail layers at once by clicking Lhe Hide All. Show
which layers are visible, you customize a map íor a particular pur- AII, Freeze All. and Thaw All buttons.
pose-withouthaving to draw a completely new vexsion. For exam-
ple, a DM might have an outdoor map with two layers. One layer
represents the stretch of land as drawn by an explorer; ihis layer
leaves out a number of hidden dungeon entrances. The second layer
is for the DM's use and shows these secret enrrances. When púniing
the map, the DM simply makes his layer invisible, 50 the players do
nor hava access m "secret" information.

The surrant layer is the one (o which you add new entíries. It is
shown ín the Status Bar as something like "LzCoast." To (hanga layer
setüngs, click the current layer on the Status Bar. You will see the
Iayer's dialog box.

60
Fíll ölylc
Colors
The CM program draws ín 256 colors. You can select 24 of Lhese by The current fill style is the one ín whích new clused shapes are
dickmg un them ín the left-hand color bar. Alternatively, you can cal] drawn; it can either be solid, hollow, or pattemed. Boxes, polygons
and circles axe closed shapes, and they therefcre have a fill style. A
up the ful] color palette by clicking on the color íron, special kind of closed shape, called a "Multipoly," also exists. Detaíls
on the Multipoly command appear ín CM's online manual, but its
basic purpcse is (u take any number of entities and combine them
ínto a síngle, clnsed shape that has a fill style.

To create an ama of solid color,


you simply set the fill style to
"Solid." The program Lhen draws the fill using the shapds base colon
To Creale an outline only, se! the fill style to Hollow.
To change current fill style settíngs, click the fill style indicator on
Lhe Status Bar. You will
see the fill style djalogue box.
To select a new fill style, pick írom the drop-dcwn list or f-rom the
The current (selected) color is shown Ln a box at the bottom right
of the Select Color díalogue box. To change the color of something a]- scrolljng üst of samples. Select the This is lhe currently selected fill
ready drawn, díck m1 Lhe "Change" icon, then click the Color Button. style option, then click the OK Button.
To change the fill style of something you have almady drawn,
click the Change tool icon and then dick the Line Style button. Be-
Linc őtylc cause you are changing the fill style for that shape only, do no: select
The current line style is the one in which new entit-ies are drawn. It the This is (ha currently selected fill style opt-ion.
appears ín the Status Bar (far example, "LS:Solid"). To change ljne
style sett-ings, click the current line style on the Status Bar. You will
see the Iine style dialogue box.
i

f-rom
To selec! a new line style, pick fmm Lhe drop-down list or
the scrollíng list of samples, then click (ha OK Button. To change the
line style something you have
of already drawn, Click on the Change
icon and then click the Line Style Button.
Map Tutorials
Map tutorials are avaílable ín the READMETXT file, You can comv
plele each mlorial separately. However, iÍ you do them in order, you
will create a map thal 10016 somethjng like this:

ELUANLA ahá
b

Technical őupport
For technícal support cm Com Rules version 2.0, cal]:
1800-324-6496
Monday-Fúday 9:00 am%:ÜO pm FT. Or you can email us at:
custservüwizardacom
.
CD-Rom Core Rules 2.0

Dungns8cbragons'

Alwmnv mumus a Bumm: und m Tsx logo


ne reghtered indulnia wned u, .5.A.
l) 1999 TSR, Int. AII riglit! lenned, M int

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