CHARACTER DEVELOPMENT

Kemen Home Page

Game Rules Title page

RULES FOR CHARACTER CREATION

STATISTICS ROLL

The personal statistics of each character is the basis of all character development.There are a total of seven characteristics: STRENGTH, AGILITY, CONSTITUTION, INTELLIGENCE, WISDOM, PRESENCE, AND APPEARANCE.

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.)

BONUSES FOR UNUSUAL STATISTICS

Unusual personal characteristics such as high Agility or Strength can seriously affect the capabilities of a character.The list below provides the corresponding bonuses to be used on the Character Record Sheet.Also is Spell Point development numbers.Spell Points are necessary for all Spell Users, each with an applicable Stat. (Essence - Intelligence, Channeling (clerics) - Wisdom/Intuition, Mentalism - Presence) Hybrid Spell Users such as Witches or Mystics average their prime Statistics.

STATISTIC BONUS TABLE

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.

BASE SKILL RANKS

After deciding on a Race/Culture for the character, the base skill picks are then awarded.Each skill level is worth +5% at the cost of one pick per level.It is possible to raise a skill level by two or +10%, but at a cost of three picks.Note: Any skill that has a level of “0” has a penalty of -25%.This list represents the players’ adolescents and is a one time only opportunity.

CHARACTER CLASS SKILL RANKS

The player then moves on to the picks from the CHARACTER CLASS SKILLS.It is now time to choose a profession.This list is returned to at every new experience level.Note: With the exception of the “Initial Background” pick.Skill Levels can only be applied on a one to one ratio within the assigned area of expertise.A Magic skill pick can be used for any Magic skill.

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.

Increasing Skills by Criticals

A character’s skill levels can be increased between levels with the Skill-Critical rule.If a player rolls a critical, a natural 95 or higher, then at the end of that session he or she can make a Skill-Critical roll.A percentile die is cast, and the result must be higher than the character’s level in that skill.Only one roll can be made per skill per session, and it cannot be carried over into another game date.A Thief rolled a critical in his Pick Lock skill that he has at a 45%.At the end of that session he makes his Skill-Critical roll, which must be a 46 on a d100 roll.If he rolls higher, than the skill increases to 50% starting the next game.This is in addition to any level increases he gains due to Experience.

Transferring Skill Levels 

Skill Levels can be transferred to areas where there is no skill level at a four to one ratio.So a Mage can choose a Weapon Skill at a cost of four picks from other skills since he has no Weapon Skill picks.Any Skill that has a level out of a character’ area of expertise can be raised at a two to one ratio.

Background Picks (OPTION #1)

Provide a variety of choices.The player has the option of the BACKGROUND TABLE, THE MONEY TABLE, a choice of a SECONDARY SKILL, or an application to another skill rank.This includes Body Development, spell list chances etc.Secondary skills are a special 25% per level.

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.

Background Picks (OPTION #2)

Instead of the tables mentioned above that create random background, a player may choose to rely on the VIRTUE and FLAW Tables.Divided into Lesser, Minor and Major Virtues, these tables provide benefits and bonuses to a character’s background.In turn, the player balances these benefits with her choices from the Minor, Major, and Greater Flaws Tables.This is a onetime trip, and the GM should approve the choices so that the game remains balanced.A flaw is no penalty if the character must never address the problem.

Developing Skills with Advancement

Character experience develops new skills during level advancement.While initial background skills apply only at Character creation, a player may still develop needed skills.In the previous system, players were encouraged to use their Picks from other skills to develop new skills.This rule continues to apply to all of the skills resolved by professional advancement.However, characters gain secondary skills upon level advancement based on INTELLIGENCE.

Perception and Armor Movement Skills 

These Skills are the only ones offered at a one to one transfer rate.Perception is the chance to notice clues, secret doors, ambushes and stalking.The Armor Movement skill modifies the amount of Movement Maneuver penalty suffered by a player. This is noted under the Movement Bonus.It is a good choice to select if you plan to adventure in armor.

Languages

One’s Intelligence Stat is affected by Race/Culture and affects the language skills.The KEMEN LANGUAGE TABLE provides which languages and at what level the character knows.New Languages and increased Levels are bought with a one to one transfer from some other area.

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.

Races & Cultures

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.

Language Ranks

RANK 1 - Basic verbal communication though simple phrases.(“Safe to eat? No!, Where is the bathroom?”) No reading.

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.

Language Bonus Table: 

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

OPTION:

This Option allows for the progressive development of skills.If this is the case than the Language Bonus Table is not used.Instead a character starts with the languages awarded by culture and any increase is made at each experience level.

Profession Language Skills

Profession
Bonus
Warrior
1
Ranger/Pal 
1
Thief/ Rogue
1
Bard
2
Mage 
2
Mentalist
2
Cleric
2

FLESHING OUT THE CHARACTER

The final step is to decide upon appearance, personal characteristics, motivation and equipment.Racial guidelines will help.

THE RULES

These bonuses affect the player’s choice of profession and his skill picks.The number is placed on the Record Sheet beside the applicable abbreviation.These bonuses are combined with the Racial/Cultural Bonuses and any Special additions to modify all Rolls (Attack Rolls, Moving and Static Maneuver Rolls, etc....)

NOTE: No initial Stat can be above 100 with the Racial Bonus added.It can be raised later though.

CHARACTER BONUSES:

These are used to resolve various resistance rolls and adjustments on maneuver rolls. These are as follows:

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

RACIAL MODIFICATIONS TABLE:

Race
STR
AGI
CON
INT
WIS
PRE
Ess RR
Chan RR
Men RR
Pos RR
Dis RR
Halflings
-10
+10
+10
0
0
-5
+40
0
+30
+20
+15
Dwarves
+5
-5
+10
0
0
-10
+30
0
+30
+10
+10
Common Man
+5
0
0
0
0
0
0
0
0
0
0
High Man 

(Northern)

+5
0
+5
0
0
0
-5
-5
-5
+5
+5
Barb Man
+5
0
+5
0
0
0
-5
-5
-5
+5
+5
Half Elf
+5
+5
+5
0
0
0
-5
-5
-5
+5
+40
Wood Elf (Sylvan)
0
+10
0
0
0
+5
-5
-5
-5
+5
+90
Grey Elf (Sindarin)
0
+10
0
0
0
+5
-5
-5
-5
+5
+90
High Elf 

(Galdoran)

0
+10
0
+5
0
+5
-5
-5
-5
+5
+90
Half Orc
+5
0
+5
0
0
-5
0
0
0
+20
0
Orc
+5
-5
+10
-5
-10
-10
0
0
0
+20
+5

BASE SKILLS AND THE APPRENTICE YEARS:

When designing a character the player rolls his Prime Stats and adds up his racial bonuses and penalties.Then he assigns the skills and attributes that come with growing up, this is the early training years, when basic skills are developed and background points are awarded.These are often used for Secondary Skills and Background Table Rolls for special “gifts”.

BASE SKILL RANKS FOR VARIOUS PEOPLES AND RACES:

Peoples
General
Subterfuge
Magical
Weapon
B-Dev
BG
Lang. Bonus
Spell List
Galdoran 
1
0
2
1
1
1
2
40%
Sindarin Elf
1
1
1
1
1
1
1
30%
Sylvan Elf
0
3
1
1
1
1
1
20%
Half Elf
1
1
1
1
1
1
1
10%
Half Elf/Serengo
1
1
0
1
1
2
1
5%
Halflings
0
2
0
1
1*
3
0
Anzinn Dwarves
0
1
0
1
1
3
1
Dracostanni
0
1
0
2
1
2
1
N. Dwarve
1
0
0
2
1
2
1
Llynerian
2
1
0
1
1
2
0
2%
Skyan
1
0
0
2
1
2
1
Ji-Hassan
2
0
0
1
1
2
1
Boggs
0
2
0
1
1
2
2
5%
Hohemanni
2
1
0
2
1
1
0
5%
Pahna
2
2
1
2
1
0
1
5%
Highlander
1
2
0
1
1
2
1
N.Plainsman
2
1
0
1
1
2
0
Arrissian
1
0
0
2
1
1
0
Tyrolian
1
1
0
1
1
2
1
Rural Men
1
1
0
1
1
3
0
Urban Men
0
2
0
1
1
3
0

* Note:Halflings get a 1d8-hit dice instead of the usual 1d10.

Races & Cultures

This link leads to a full list of all of the races and cultures that inhabit the known lands of Kemen.

*SKILL RANKS PER LEVEL FOR EACH CHARACTER CLASS:

Profession/ Class
General

Skills

Subterfuge

Skills

Magical

Skills

Weapon

Skills

B-Dev
Initial BG@
Lang Bonus
Spell List**
Warrior 
3
1
0
5
3
1
1
Rogue/Thief
2
6
0
2
2
1
1
Ranger
3
2
0
3
2
1
1
1
Paladin 
4
1
0
3
3
0
1
1
Bard
2
2
2
2
2
1
2
2
Monk 
2
3
1
3
2
0
1
2
Pure/Hybrid-Channeler
2
1
3
1
1
2
1
4
Pure/Hybrid-Essence
1
1
3
0
1
2
2
5
Pure/Hybrid-Mentalist
2
1
2
1(0)
1
1(2)
1
5

*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.

CHARACTER SKILLS

Skill Tables 

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.

SUBTERFUGE SKILLS

Ambush - No prime stat, this is the characters ability to strike with surprise.The Stalk/Hide skill below may need to be added in positioning the character for the ambush.If successful then the roll is an automatic critical starting at “100”, if the maneuver fails then the attack is at normal with any other mods (rear attack...) added. Think of it as “Backstab”.

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.

MAGICAL SKILLS

Read Runes - (IN) Runes are magical scripts that are infused with a spell.The reading of which releases the spell.This is the ability to read magical writing for both casting and just identification.Some runes may also hide arcane knowledge and a maneuver is rolled just to understand the text.The Writing of such magical script requires the use of 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.)

WEAPON SKILLS

Weapon Tables

Armor Tables

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.

MISC SKILLS

Body Development – This Skill develops the character’s HIT POINTS, the amount of damage and exertion taken before being rendered unconscious.After this the character has 10 HIT POINTS plus his unmodified CON Bonus before the soul leaves the body and true death occurs.This area is one of the most controversial parts of any rule system and here are some things to clear up any questions.The CON bonus also adds to ones B-Dev rolls, but in a modified form.Instead of being the 5-20% bonus usually associated with STAT bonuses, with Body Development the STAT bonus e is adjusted.It is reduced another 5%, so that +5 becomes a +1 and+20 adds 5 HIT POINTS per Body Development Skill or rank.A special factor for all PCs is that they start with 10 HIT POINTS before their apprentice period.They are tough enough to adventure.Another factor limiting a character’s B-Dev is natural physiology, a character can never normally develop over 100 Hit Points with just B-Dev rolls.After 100 Points the Character receives one Hit Point per B-Dev skill but still with the CON Bonuses.At reaching 10th level in any Profession the modified CON bonus no longer applies.

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.

SPELL LISTS

A Spell List Pick provides 20% chance to learn a spell lists.Some races begin with an additional percentage to learn a list and these can either be attempted to learn before a profession is taken or added to the percentage that comes with selecting a profession.These percentages may be broken down into groups of 20% for purposes of trying to select more than one list per level, up to two opportunities.In other words, a character with 5 picks, or 100% to learn a list, may choose to spend her picks 60/40.However, if one of these fails they have to use the remainder on the next level to learn their list.Upon reaching the next level, they have a 100% chance to learn the list they failed to learn and the remainder (60%) to apply to another list.

OPTION RULES

Learning spell lists may be modified by the difficulty of the lists, the quality of the materials, and the number of spells attempted.This option is recommended only in a setting where players are required to use mentors, books, and other means to learn lists.

BACKROUND SKILLS

Background is a broad area skills, it includes SECONDARY SKILLS, MONEY, SPECIAL ABILITIES and PENALTIES.This category can also be used at a one to one ratio to increase any skill level listed above, such as picking a weapon skill or adding an extra Hit Dice or Body Development rank.These can also be chosen from Lesser to Major TALENT Lists.Additional Background Skills and Talents are available with the selections from the FLAWS List.The difference between some major and minor flaws and virtues can be in their frequency and or quality.These graduated flaws and virtues can be developed throughout the game by magical gifts, training, and “corruption”.For example a player may choose alcoholic as a lesser list.This would mean he has a 10% chance of being drunk and a 10% chance of recuperating during any given time.As he takes on more “corruption” his alcoholism raises to a major flaw, increasing his chances of being caught drunk to 20% and another 20% suffering the after affects.

(See the GM regarding both Lists.)

Virtue and Flaw Tables

SECONDARY SKILLS

This group is very diverse.For a listing see the list borrowed from the AD&D Player handbook, or any other FRG system.These are the skills developed during the early or apprentice years of a character.Blacksmithing, herbalist, boating, ECT...they all offer an initial 25% (APPRENTICE LEVEL).(In Kemen terms 50% or better in a secondary skill would be equated with a Master or Journeyman.)While they cost one BG point at the time of a character’s creation, they are can only be added with four points at a later date.This reflects the time and effort required to learn such a difficult skill.

Skill Tables

Developing Skills with Advancement (Option):

Character experience develops new skills during level advancement.While initial background skills apply only at Character creation, a player may still develop needed skills.In the previous system, players were encouraged to use their Picks from other skills to develop new skills.This rule continues to apply to all of the skills resolved by professional advancement.However, characters gain secondary skills upon level advancement based on INTELLIGENCE.

Intelligence-Skill Advancement

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

ADVANCE LEVELS (Option):

It is possible for a character to begin play at one or two levels above first.This House Rule is to keep the game’s story on track without taking away time to build up the new guys.To gain a level one must select a SERIOUS FLAW from the GM’s List, or develop a Flaw that is comparable.These must be very serious.Examples include Mute, Blind, Deaf or other serious physical handicaps; Severe Mental Instability or Neurosis; A strict Code that goes beyond a Compulsion; or an Illness, Allergy or serious STAT Penalty. The selection must be acceptable to the GM, playable and fit within the game’s storyline.

MONEY

This reflects the starting money level of a character.It is assumed that he begins with the clothes on his back and maybe a few personal item, and/or a simple weapon.But most armor, weapons, books, travel gear, mounts.... must be purchased at the start of play.

Only primitive people can avoid this.

MONEY CHART

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

BACKGROUND ABILITIES

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.

SPECIAL ITEMS 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.

PENALTY TABLE (Option): 

Virtue and Flaw Tables

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 =