Play YOU in AD&D!
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Wanna spice up your character? How about a new twist? The following is a way to translate YOU into a compatable AD&D character. Remember that the DM has final say on all accounts.
The conversion (usually) starts with one to three months of training on the fantasy world side, in which the player/character increases fitness, learns initial proficiencies (as a first level character, with all knowledge from Earth as free of cost; see below), learns about the world, and prepares for life in the new world.
On the six ability scores, there are three sub-sections. On each sub-section, the player should rate him/herself on a scale of one to six, as honestly as possible. No character should have more than a total of 104 in abilities (to maintain balance).
Strength: Max press (use #s inPlayers Handbook, divided by three, without showing player), Endurance, Build
Dexterity: Agility, Reaction time, Coordination
Constitution: Resistance to disease, Pain threshold, Recovory time
Intelligence: Logic, Deductive reasoning, Ability to learn (or an IQ score divided by thirty can replace that --remember that IQ is not Intelligence; only a part)
Wisdom: Steetsmarts, Memory, Rounded
Charisma: Leadership, Complextion, Physique
Next, we cover weapon proficiencies. The only possible conversions should be fencing, unarmed combat (such as martial arts -use the Ninjas Handbook for reference) and archery. Recall that a certain ferocity must be taken when actually fighting for your life. Archers don't have the same restrictions, although the pressure may be rather difficult. Fencing should be looked at sceptically; even a junior olympic competetor may have difficulty fighting in a fantasy really threatening environment with no duelling rules and opponents with weapons other than dull epees (and the same goes for the other weapons that are used in tournaments or martial arts practice, i.e. scimitar, katana, long sword, broad sword, sickle, axe, bow, crossbow, spear/javelin, lasso (are you a rodeo star?), dagger, and dart). Characters from players who have less than the necessary talent in these weapons should gain the proficiencies (by training) in the fantasy world faster than those with no practice at all. Since there is a month or two of intense training at the beginning, the character should be able to use these weapons at the start of the first adventure (but slots must be spent, as opposed to the free proficiencies gained on Earth).
On to the nonweapon proficiencies. Everything the player learned on Earth should be recorded as nonweapon proficiencies (unless they have nothing to do with the fantasy world, such as history, current events, biographical information, knowledge of science fiction, etc.), most importantly, those skills that overlap with the skills in the Players Handbook and other AD&D sourcebooks. Keep in mind that some skills' descriptions do not fit the players knowledge, such as catching hurled weapons with juggling, doing tricks with horseback riding (a proficiency that only horse trainers should have; read the description), or tumbling to dodge missiles.
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