Footnotes Page 2
 <44> A characters STR/STA modifies base movement. STR/MUS attack adj. is applied to base movement as if using STR/STA score. See S&P pg’s 13-14, and C&T pg 14.
 <45> A characters DEX/BAL modifies base movement. DEX/BAL reaction adj. is applied to base movement. See S&P pg 15, and C&T pg 14.
 <46> A characters actual movement is calculated by applying encumbrance and ability score modifiers to base movement. See S&P pg’s 124 & 125, tables 54 & 55.
 <47> A normal day’s marching lasts 10 hours, including reasonable stops for rests and meals. Under normal conditions, a character can walk twice his modified/standard movement rate in miles in those 10 hours. Overland movement is affected by various modifiers. See DMG pg’s 164-168, tables 73-75, Terrain effects, costs, and modifiers.
 <48> During combat movement is handled somewhat differently. Since combat rounds are shorter than standard rounds, each point of a characters modified/standard movement rate allows a character to move 1 square (orthogonally) per combat round in melee scale. (diagonal movement costs 1.5 points (round up) per square traversed in a diagonal manner). See C&T pg 13
 <49> Overland mounted movement is somewhat slower than one would assume. Under normal conditions, mounts are able to move 2 x Movement rate in miles/day. Of course overland movement is affected by various modifiers. See DMG pg’s 164-168, tables 73-75, Terrain effects, costs, and modifiers. The advantage of using mounts in overland movement is that of encumbrance. A horse can carry considerably more equipment than a man. If a mount is hitched to a vehicle the mounts movement rate is automatically halved. Increasing animals does not increase the speed. It does however increase the load capacity.
 <50> A character can normally walk his movement rate in tens of feet  in a round. An unencumbered human (Base 12 movement rate) can walk 120 feet in one round/minute while in an unfamiliar/hazardous setting, where mapping, poor lighting conditions, and caution on the part of characters slows the rate of movement.
 <51> See C&T pg 24 for rules regarding charging.
 <52> See C&T pg 27 for rules regarding running.
 <53> See C&T pg 27 for rules regarding sprinting.
 <54> The Player’s Option combat system resolves actions in 5 action phases: very fast, fast, average, slow,  and very slow.  A character’s action phase is determined by his base initiative, modified by weapon speed and the combat action selected for the round. Base initiative scores are listed in C&T pg 18. Man sized creatures have a base initiative of Fast.
 <55> These may be due to some magic item or other effect.
 <56> A characters base initiative is modified by their movement speed. Movement rate of 18 or better improves base initiative by 1. A movement rate of 6 or less reduces base initiative by 1.
 <57> See S&P pg’s 124 & 125, tables 54 & 55. for rules regarding encumbrance effects on movement. If your character is encumbered s/he will suffer other detrimental effects. See C&T pg 15. In general if your character is moderately encumbered then initiative is slowed by 1 category. (i.e. from fast, to average) Heavily encumbered suffers a -2 to base initiative phase. Severe encumbrance results in a -4 penalty to initiative phase.
 <58> Most characters have a modified base initiative of fast. This does not take into account weapon speeds or combat actions.
 <59> Some character classes are less likely to be surprised. This adjustment (if applicable) will be covered under the specific class/subclass/kit.
 <60> A characters Dex/Bal can modify the base surprise score. See S&P pg 15, table 5. Reaction adjustment.
 <61> Some races are less likely to be surprised. This adjustment (if applicable) will be covered under the specific race.
 <62> A normal characters chance of being surprised is 3 in 10 (i.e. The character will be surprised (when applicable) on a roll of 1, 2, or 3 on a d10). This chance can be modified by several circumstances. See DMG pg’s 139-140 table 57.
 <63> Some non-weapon proficiencies modify a characters chance to be surprised; or their initiative. These adjustments (if applicable) will be covered under the specific proficiency.
 <64> The characters level adjusted saving throws should be listed in the brackets. The actual modifiers due to high ability scores, racial bonuses, etc. should be listed in the modifiers area. Saving throw house rules are applied. (as per Michael’s way).
 <65> Special modifiers would be ones that are of a temporary nature, such as those due to some spell, or spell like device. In the case of more permanent effects caused by magic items, the appropriate modifiers should be listed under the applicable category.
 <66> Here a player should record racial characteristics and expenditures. See S&P pg’s 23-44.
 <67> See S&P pg’s 23-39.
 <68> This area of the sheet is reserved for recording Non-weapon proficiencies.
 <69> See S&P pg 87 for initial pts. based on basic character types. (Warrior-6/Wizard-8/Priest-8/Rogue-6)
 <70> During the racial selection phase of character creation one receives character pts. which must be spent on racial traits. See S&P pg’s 23-39. Some races are permitted to not spend all these character pts. It is these remaining character pts. which should be recorded here.
 <71> This campaign grants each character a 5 pt. character point bonus. Use them wisely. They may be spent on anything except weapon proficiencies. They may be spent on weaponless combat proficiencies, such as wrestling, or martial arts.
 <72> A character receives a bonus number of proficiency pts. if they have a high KNO score. These bonus pts. may only be spent in a specific manner. See S&P pg 17 for number of bonus pts. And pg 88 for information regarding how/where they can be spent.
 <73> A character will typically receive from 1-5 character pts. for completing an adventure. Characters should keep track of these pts. by listing them sequentially as earned. For example “Thrognor” the Barbarian has completed 3 adventures. As a result he was awarded a total of 12 character pts. They would be recorded in this manner: 4/5/3
 <74> Non-weapon proficiencies can be found in S&P pg’s 94-104. As well as in other sources. See the DM for further guidance.
 <75> A short description of the proficiency is appropriate. Such as; “Assess values, and detects forgeries”.
 <76> A listing of the relevant abilities should be included. Such as; INT/REA, WIS/INU.
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