
CHARACTER
DEVELOPMENT
The player rolls a d100 for each Stat and then an extra roll that can be used to exchange for any Statistic that the player wants to raise.
Referring to the RACIAL MODIFICATION TABLE any racial/cultural benefits are then added to the stat for its total value.The STATISTIC BONUS TABLE provides the bonuses(ex.An 85% AGILITY provides a bonus of +5% to all skills and rolls where AGILITY is the primary stat.)It is also at this time that the MISC. BONUSES or Resistance Rolls are computed.FEAR RR is based on the WI + PR Stat Bonuses.SPECIAL RR is based on the IG + WI + PR Stat Bonuses.There is a natural limit to most races with a Character Stat of 100 after modifications.
(Option:The
player chooses a PRIME STAT that corresponds to given profession.Warrior
= STR, Thief = AG, Mage=IG, Cleric=WI, Mentalist=PR, and Ranger/Paladin=CO.A
90% is then awarded to that PRIME STAT.)
|
1-100
|
Bonus
d100
|
Bonus
on d20
|
Spell
Points
|
3d6*
|
|
102+
|
+35
|
+7
|
X6
|
20+
|
|
101
|
+30
|
+6
|
X5
|
19
|
|
100
|
+25
|
+5
|
X4
|
18
|
|
98-99
|
+20
|
+4
|
X3
|
17
|
|
95-97
|
+15
|
+3
|
X3
|
16
|
|
90-94
|
+10
|
+2
|
X2
|
15
|
|
85-89
|
+5
|
+1
|
X2
|
14
|
|
75-84
|
+5
|
+1
|
X1
|
16
|
|
60-74
|
0
|
0
|
0
|
12
|
|
40-59
|
0
|
0
|
0
|
10-11
|
|
25-39
|
0
|
0
|
0
|
9
|
|
15-24
|
-5
|
-1
|
0
|
8
|
|
10-14
|
-5
|
-1
|
0
|
7
|
|
5-9
|
-10
|
-2
|
0
|
6
|
|
3-4
|
-15
|
-3
|
0
|
5
|
|
2
|
-20
|
-4
|
0
|
4
|
|
1
|
-25
|
-5
|
0
|
3
|
*A 3-18 column is included to make the switch to
this system easier.
These skill levels are added to the BASE SKILL picks and the STAT BONUSES to provide the final Bonuses.As a limiting factor, skill levels offer a 5% value up to a total of 10 skill levels.After 10 picks (or ranks or levels) are taken in any one skill including body development, then it takes 2 skill levels to gain the 5% increase.
For example, a fourth level fighter has 10 skill levels in his one-handed blade weapon and he wants to put some of his new five weapon skills he gets at fifth level into the sword.Then for the next 5% or a total of 55% will cost him 2 weapon skill picks.The same goes for the Body Development Skill.After ten ranks in BD then each 5% will cost two ranks.
A new BONUS/PENALTY Table allows the player to select a Bonus Roll paid for by a Penalty Roll.This can easily be abused so only one trip to the joint table is recommended.
Languages are ranked on a five-rank/tier system.Each point raises the skill by one.(Think of each rank as 20% proficiency.)Reading requires a level of proficiency of Rank 5 or with the knowledge of the appropriate alphabet.
In addition to the cultural information, you will be able to tally up your language points.Remember some languages offer reductions to learning others.If you begin one language that provides some knowledge in another dialect, you start will all of those levels and then add to them based on the number of additional language picks you have from background, intelligence, and profession.
RANK 2 - Allows speech on very simple subjects, if both parties speak slowly and clearly.Again no reading or writing ability.
RANK 3 - Average fluency, but not tonal qualities.Accent noticeable.Simple literacy if alphabet is known.
RANK 4 - As rank 3 with increased fluency and literacy.
RANK 5 - Absolute Fluency, little or no trace of accent.Able to pick up similar dialects at the dialect rating under the language list.
|
Intelligence
Stat |
Language
Points |
Intelligence
Stat |
Language
Points |
|
102+
|
16
|
85-89
|
8
|
|
101
|
14
|
75-84
|
7
|
|
100
|
12
|
60-74
|
6
|
|
98-99
|
10
|
40-59
|
5
|
|
95-97
|
9
|
15-39
|
4
|
|
90-94
|
8
|
1-14
|
3
|
|
Profession
|
Bonus
|
|
Warrior
|
1
|
|
Ranger/Pal
|
1
|
|
Thief/
Rogue
|
1
|
|
Bard
|
2
|
|
Mage
|
2
|
|
Mentalist
|
2
|
|
Cleric
|
2
|
|
|
|
NOTE: No initial Stat can be above 100 with the Racial Bonus added.It can be raised later though.
MOVEMENT -(STR) This bonus/penalty is added to all Movement Maneuvers, such as Swimming, Riding, and Stalking.The Movement Bonus is based on the Armor Penalty if armor is worn and the moderated by any STRENGTH Bonuses.
INFLUENCE - (APP+PRE/2) - How one sways others.
DEFENSE -(AGI) This bonus is used only in combat.
CHANNELING RR -(WIS) Defense against spells from the Channeling Realm.
ESSENCE RR -(INT) Defense against spells from the Essence Realm.
MENTALIST RR-(PRE) Defense against spells from the Mentalist Realm.
POISON RR- (CON) Resistance against poisons must
be rolled against the poison’s level.
DISEASE RR- (CON) Defense against catching a disease rolled against
the Disease level.
FEAR- (PRE) A fear check is rolled against the creature’s level, or in when encountering a horrible event.A failed roll may correspond to a response on the Fear/Horror Table
|
Race
|
|
|
|
|
|
|
|
|
|
|
|
|
Halflings
|
|
|
|
|
|
|
|
|
|
|
+15
|
|
Dwarves
|
|
|
|
|
|
|
|
|
|
|
+10
|
|
Common
Man
|
|
|
|
|
|
|
|
|
|
|
|
|
High
Man
(Northern) |
|
|
|
|
|
|
|
|
|
|
|
|
Barb
Man
|
|
|
|
|
|
|
|
|
|
|
|
|
Half
Elf
|
|
|
|
|
|
|
|
|
|
|
|
|
Wood
Elf (Sylvan)
|
|
|
|
|
|
|
|
|
|
|
|
|
Grey
Elf (Sindarin)
|
|
|
|
|
|
|
|
|
|