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
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Halflings
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+15
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Dwarves
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+10
|
Common
Man
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High
Man
(Northern) |
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Barb
Man
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Half
Elf
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Wood
Elf (Sylvan)
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Grey
Elf (Sindarin)
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High
Elf
(Galdoran) |
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Half
Orc
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Orc
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Peoples
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Galdoran
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Sindarin
Elf
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Sylvan
Elf
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Half
Elf
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Half
Elf/Serengo
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Halflings
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Anzinn
Dwarves
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Dracostanni
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N.
Dwarve
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Llynerian
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Skyan
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Ji-Hassan
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Boggs
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Hohemanni
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Pahna
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Highlander
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N.Plainsman
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Arrissian
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Tyrolian
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Rural
Men
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Urban
Men
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* Note:Halflings
get a 1d8-hit dice instead of the usual 1d10.
This link leads to a full list of all of the races and cultures that inhabit the known lands of Kemen.
Profession/
Class
|
Skills |
Skills |
Skills |
Skills |
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Warrior
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Rogue/Thief
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Ranger
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Paladin
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Bard
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Monk
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Pure/Hybrid-Channeler
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Pure/Hybrid-Essence
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Pure/Hybrid-Mentalist
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The
Skill distributions are only guidelines.Especially
in the area of Spell Casters and characters that have changed “professions”
they may be adjusted to reflect different backgrounds and training.
@ Note:Initial Background is awarded only at character creation.Afterwards this skill is ignored.To develop other background or Secondary skills they can only be bought at a 4:1 ratio for 25% skill level.(25% = Apprentice, 50% = Journeyman, 50-75% = Master).For further skill development with advancement, see the Intelligence Skill Table.(Another Option allows one background point each level to used wherever the character wants to place it.However in the case of picking up skills the normal rules apply based on the 4:1 ratio. )
** Note: Spell List is bought at 20% per point.These
points can also be used to increase the Spell Casting Skill per Spell List.
For
all list of the learnable skills and any relevant penalties refer to the
Skill Tables.However, additional
skills are available as long as they have GM approval.
GENERAL
SKILL:
Climbing - (AG) this skill reflects a character’s ability to limb.Agility is the prime stat.Trees, walls, cliff sides, and even steep slopes will require a maneuver roll.
Riding -(WI) The riding proficiency covers both riding and care of a mount.The type of mount varies by culture and land.A horse rider would be clueless faced with a camel or Elephant.
Swimming -(ST) Not everybody knows how to swim.Endurance and skill are all included.The distance, current, and other conditions affect the difficulty.
Tracking -(IN) Intelligence is the prime stat for this skill.Urban tracking will differ from rural experience, so some adjustment may need to be added during the maneuver roll.
Disarm Traps -(WI) The skill used to set as well as disarm traps.The ability to think like the prey or the hunter affects how this skill is used.
Pick Locks -(IN) Locks vary with technology level.Some may be very simple in design but hard to open, while others are ornate but easy.Each lock as a difficulty level that must be rolled against.Conditions also affect the skill.
Slight of Hand -(AG) Pick pockets.Useful for thieves and magic users.This is the ability to hide what one is doing with their hands.If a player says he wants to be subtle when spell casting a maneuver roll must be made.
Stalk/ Hide -(PR) this is the ability to blend into the surroundings.Presence is the prime stat, requiring self-confidence and lots of composure.
Perception -(IN) Another all-inclusive skill.This is very important to develop.It dictates what the characters notice during the encounters.Everything from hidden doors, traps, and spells being cast and small clues are illuminated by this skill.
Discern/ Use Item -(WI) both magical and non-magical items may not be easily understood.This skill helps to discern their use and may aid in attuning the user to the object.While it will not reveal if it is magic, it may show if the item has an ego.
Direct Spell -(AG) this spell is only used with targeted spells that are rolled on their own table and not on the Spell Casting Maneuver Table.Fireball, Waterbolt, Holy Attack use this skill.Think of it as a form of missile attack.
Perceive Power -(IN+WI+PR/3) this skill reflects a character’s ability to detect an active spell.Other very powerful magical objects or beings may also present an aura that can be detected.It does not reveal the spell or its level.Concentration for 1d6 rounds is needed to attune oneself enough to detect the faint magical auras, blue for channeling, red for essence, and green for mentalist.Other auras can be sometimes detected.Usually rainbow, black and black with others colors mixed in.Their origin is not always clear.
Spell Mastery – (IN/WI/PR) By using this skill, a spell caster may alter the affects of any spell he cast.Just like Direct Spell, Spell Mastery must be acquired for each individual list.The skill allows manipulation of distance, area of affect, duration, and other tangible factors.All spell casters can attempt to use this spell but without this skill the do not improve in Spell Mastery.
Ritual Mastery – (INT) provides access to power without spell casting per se.This is a very powerful tool and a Ritual can only be learned based on Ritual Categories.If used together with a spell it can greatly increase the power of that spell.If used alone it allows spells to occur often without Power Points or even knowledge of the spell.(Note; some spell caster start with a Ritual to augment their repertoire.)
One Handed Bladed- Daggers are usually learned separate those this skill may be selected twice.All swords fall under this skill.
Two Handed Bladed - Great Swords, ECT...
One Handed Hafted- Any weapon with a handle such as hand axes, maces, and war hammers....
Two Handed Hafted – Includes everything from Quarterstaffs to Battle Axes.
Spears - This is used for spears, javelins, and lances.It is for both one and two-handed use.
Pole Arms - All other pole arms are under this selection.It includes pikes since they require coordinated use.
Long Bows - The Adwickan Long bow, the Elvish one too.
Short Bows - Almost all other bows including composite backed bows.
Cross Bows - All crossbows.
Thrown Missile - Any hand thrown missile; daggers, axes, even stones.
Slings - Stone or metal bullets thrown with a hand or pole sling.
Misc Weapons - Nets, ball and chains, or any other exotic weapons.
UNARMED MARTIAL SKILLS - The player learns
the skills below singly or as part of complete fighting system.Of
course the later takes longer and spreads the skills out among two or more
attack types.
Hand-Foot Strikes - Any hand punch or block and foot kick attacks and blocks.
Holds and Locks - Used in grappling.Including chokeholds and disarming moves.
Throws and Sweeps - The ability to use the opponent’s weight against himself.This style may also include dodges and similar attack avoidances.
For Example a 3rd Level Human Fighter with a 99 CON would have a possible total of 100 HIT POINTS.(This assumes an average of 5 on a d10.So the fighter would have +10 from the PC Bonus, +9 or [5+4} Racial Bonus, and +27 per Profession Level [3X 4+5]).At Fifth level the Fighter would have 25 additional points for a total of 134 ,
Since the next B-Dev ranks take 2 for 1.Following the rule above, the character at reaching 10th Level in his Profession no longer gets to add the CON Stat bonus.So the same fighter at 10th Level would have a total of 149, and at 15th Level only another 15 points for a total of 164.These confusing manipulations are to underscore the natural limitations of the body.Magic, Divine Intervention, Background Talents and great dice casting can all help in raising the bar on HIT POINTS.
(See the GM regarding both Lists.)
Intelligence
|
Skills
|
102+
|
+6
|
101
|
+5
|
100
|
+4
|
98-99
|
+3
|
95-97
|
+2
|
90-94
|
+2
|
85-89
|
+1
|
75-84
|
+1
|
60-74
|
+1
|
40-59
|
0
|
25-39
|
0
|
15-24
|
0
|
10-14
|
0
|
5-9
|
0
|
3-4
|
0
|
2
|
0
|
1
|
0
|
Only primitive people can avoid this.
D100
|
Money
|
D100
|
Money
|
01-02
|
10sp
|
71-75
|
400sp
|
03-10
|
20sp
|
76-80
|
600sp
|
11-20
|
50sp
|
81-85
|
700sp
|
21-35
|
100sp
|
86-90
|
800sp
|
36-45
|
150sp
|
91-94
|
1000sp
|
46-55
|
200sp
|
95-97
|
1200sp
|
56-65
|
300sp
|
98-99
|
1500sp
|
21-35
|
100sp
|
86-90
|
800sp
|
66-70
|
350sp
|
100
|
2000sp
|
01-02
|
A
special +1 Bonus to any Stat
|
03-08
|
+5
Bonus to any Primary Skill
|
09-13
|
+10
To any Secondary Skill
|
14-18
|
An
additional Secondary Skill
|
21-25
|
A
weapon Bonus of +10 to begin with
|
26-28
|
Infravision,
can see heat source up to 60’
|
29-31
|
Keen
Hearing, +10 to Perception when applicable.
|
32-34
|
Keen
sense of smell, as above.
|
35-39
|
Special
Magic Resistance +10 RR
|
40-43
|
Start
with one extra spell list.
|
44
|
Luck
Child, +10 to all RRs and +5 to all others
|
45-49
|
Amazing
Poise +10 on all Maneuver Rolls.
|
50-54
|
Very
Perceptive, +10 to all perception and tracking rolls.
|
55-59
|
Lightning
Reflexes, +5 to all defense and offensive bonuses.
|
60-64
|
Charismatic,
+10 to all Influence Rolls
|
65-69
|
Heretic,
Infidel, Dwarve (Roll Again)
|
70-74
|
Pain
Resistant, +3 to all d10 Hit Dice
|
75-79
|
Educated,
+6 Language Pts, an oneacademic
Secondary skill (-5 CON)
|
80-89
|
Special
Items* (Magical or Mundane Heirloom)
|
90-99
|
Wealthy
Family (1d4 x 1000 sp)
|
100
|
Roll
Twice on this table.
|
01-60
|
+10
Item Magic or Steel (weapon, armor, skill item)
Or +1
Spell Adder Allows for one extra spell per day (Must
be 2’ long) Or X1
Spell Point Multiplier carried on the person. |
61-80
|
Daily
Spell Item (1d6 spell levels)
Or X2
Spell Point Multiplier. |
91-90
|
Special
+15 Item from above
Or +2
Spell Adder (must be 5’ long) |
91-00
|
Item
of Unknown Origin or use maybe of Epic proportions.
|
Not included are the Penalty or Flaw tables as well as several other Benefit or Virtue List.These can be used to both augment a character’s background.It is recommended that a character take on at least one or two flaws and virtues.This will add more detail and excitement to the game.Because virtues take more flaws to balance them out, a player can go into a game with several debilitating problems.This should be discussed with the GM to maintain game balance.The exchange translates as:
A LESSER VIRTUE = A MINOR FLAW
A MINOR VIRTUE = A MAJOR FLAW
A MAJOR VIRTUE= A GREATER FLAW or 2 MAJOR FLAWS
A FREE LEVEL INCREASE =