STRENGTH - raw physical power, athleticism, physique DEXTERITY - quickness, reflexes, balance, agility, coordination CONSTITUTION - physical toughness, stamina, resistance to disease/injury/ toxins/system shock, endurance CHARISMA - presence, charm, influence, strength of personality, seduction (also modifies results for Reaction Rolls/Henchmen/Morale) INTELLIGENCE - intellect, problem solving, reasoning ability PSYCHE* - mental toughness, strength of will, magical focus, psychic resistance PERCEPTION* - observation, awareness, intuition, insight Abilities (Max score = 18 including bonuses) --------- Roll 4D6 and take the highest 3 dice(reroll 1's). Do this 7 times. Arrange as desired. 13-15 = +1 bonus 16-17 = +2 bonus 18 = +3 bonus * WISDOM has been split into two new abilities, PSYCHE and PERCEPTION: PSYCHE is the main attribute of Magic-Users and can also be used to augment Saving Throws against certain types of magicks and effects. PERCEPTION is primarily used to see if the PC has noticed a physical occurrence or effect, e.g. a glint of light reflecting from the window of a tower or that one of the orc head statues in the row is actually that of a live orc spying on the party. It may also be used for such things as a bonus to an insight check to see if an obscure meaning was understood fully or to a roll to disbelieve an illusion, etc. * Bend Bars/Lift Gates: STR 16-17 = 1(D6) STR 18 = 1-3(D6) "Bend Bars" assumes soft iron bars. "Lift Gates" refers to vertically moving gates such as a portcullis. Only one attempt can be made. Example: A set of iron bars drops from the ceiling trapping the character in a dead end. The character attempts to Lift Gates, which can be attempted only once for this particu;ar portcullis. If the attempt fails, the character can then try and Bend Bars enough to be able to squeeze through and escape. This may also be tried only once for this portcullis. * Force open a locked, barred, or magically held door: STR 16-17 = 1(D6) STR 18 = 1-2(D6) This assumes a dungeon-sized wooden door. Only one attempt can be made. HEALTH ------ All characters begin with maximum hit points at first level. Natural healing per day = XP Level. So a 6th level PC would naturally heal 6 hp/day. * Normal Men have D6 hit points. * Reroll all 1's for hit points. CON of 13+ = no system shock roll for surviving trauma CON of 9-12 = 60%-90% chance of survival CON of 7-8 = 40%-50% chance of survival CON of 6 or less = -1 to each HD AVERAGE LIFESPAN OF CHARACTER RACES ----------------------------------- Human = 85 Hobbit = 100 Ork = 70 Gnome = 400* Dwarf = 250** Elf = 1000(?)*** * When Gnomes die, they turn into common natural things (a toadstool, a riverstone, a bed of moss, a small plant, a tree stump, etc) within a matter of hours. ** When a Dwarf dies, its body is laid to rest in the Hall of the Ancestors where it slowly turns to stone over the next few centuries. Its spirit goes to the halls of The Builder. *** When an Elf dies, its spirit slips completely back into the Faerie World and its body slowly fades away over the next 9 days. It sometimes happens that an elf will return to the physical world(reincarnate) after a number of centuries if the conditions are right and interest has been renewed in the physical. Memories of its past life will only appear as dreams, random imagery, and fragmented pieces of inexplicable knowledge' to the rein- carnating elf. ------------------------------------------------------------------ All PCs are assumed to have all manner of basic 'adventure-y skills': reading/writing(except barbarians), riding, climbing/caving, swimming, hunting/foraging/basic survival, tying knots and rigging, building a normal house, sailing a small boat, etc. Character race/class indicates related skills that are commonly known (fighters know fight-y things, dwarves know dwarf things, etc). Characters will also have backgrounds which will give them additional skills (merchant, sailor, blacksmith, student, etc). For things requiring special skills: Whenever they do something for a substantial length of game time, they can gain that as a skill. If they are on a sailing vessel crossing the sea, they can say that they help sail it. If they do that, just write down Sailing. If they buy a bunch of books on alchemy and read them over the winter, along with laboratory equipment for experimentation, write down Alchemy. All PCs are assumed to gain leadership ability in proportion to their level and other skills. If they know how to fight, they can lead fighting men. If they know academics, they can function as the dean of a university... --------------------------------------------------------- * NAME LEVEL is considered to be 9th level for all PC's/NPC's. At 4th level, they are considered "HEROES". At 8t level, "SUPERHEROES". * Level 0 = most men-at-arms. Veterans will be Level 1-3. Company Captains and Long Serving Noncoms are around Levels 4-6. A Royal Castellan in charge of a strategic keep or castle will be around Levels 6-8. * Village Clerics will be around Levels 1-3. High Priests will be Level 8+. Tribal Shaman/Witchdoctors will usually be around Levels 4-7. * A powerful Wizard or the Court Wizard of a king would be Level 10+. * Famous Generals/Mercenary Captains, Regional Heroes, Infamous Outlaws, and the like will be Level 8+. * Legendary Heroes will usually be Level 12+ * Level 20 is about the upper limit for Human PC's, at which point they either become part of the campaign environment as an NPC or leave the Prime Material Plane to become a Quasi-Deity.