Spelljammer
Character Generation
Rule Category:Character Generation
Rule Name:Characteristics
STRENGTH
Strength determines a character's chance to break open doors, bend metal, shift heavy objects or anything else requiring brute force. Strength can also modify your character's damage with melee weapons and determines you encumbrance.


STR
Dmg
Open Doors
Bend Bars
Enc
 
STR
DMG
Open Doors
Bend Bars
Feats of Strength
Enc
 
STR
DMG
Open Doors
Bend Bars
Feats of Strength
Enc
5
-4
10
0
7
16
0
35
3
40
27
+4
84
40
3
300
6
-3
12
0
9
17
0
40
4
50
28
+5
86
45
4
400
7
-3
14
0
11
18
+1
45
5
60
29
+6
88
50
5
500
8
-2
16
0
14
19
+1
50
7
70
30
+7
90
55
6
650
9
-2
18
0
17
20
+1
55
10
80
31
+8
92
60
7
800
10
-1
20
1
20
21
+2
60
13
90
32
+9
93
70
8
1000
11
0
22
1
23
22
+2
65
16
100
33
+10
95
80
9
1200
12
0
24
1
26
23
+2
70
20
110
34
+11
97
90
10
1400
13
0
26
1
29
24
+3
75
25
130
35
+12
99
100
1600
14
0
28
2
32
25
+3
80
30
1
150
15
0
30
2
35
26
+4
82
35
2
200
Damage (Dmg) - This number is added to damage done with melee and thrown weapons.

Open Doors - This is the character's chance to open a heavy or stuck door or for other simple feats of strength.

Bend Bars - This is the character's chance to bend metal bars or perform other superhuman feats of strength. It represents a surge of adrenaline. All Bend Bars rolls cost 2d6 NL damage when attempted.

Feats of Strength - A Feat of Strength is basically an automatic Bend Bars roll. If the GM calls for a Bend Bars roll for something, and the roll is failed, the character can use a Feat of Strength to turn it into a success assuming they are strong enough to have this ability. Someone with a 35 STR is assumed to always make their Bend Bars roll.

Encumbrance (Enc) - This indicates the amount of weight, in pounds, that the character can carry before suffering encumbrance penalties (-10 to DEF and Strike Chance). If double encumbered, the penalties increase to -25 DEF and SC.

Humanoid Strengths
Large humanoid monsters relative STR is as follows:

Bugbear - STR 26
Ogre - STR 27
Ettin - STR 28
Hill Giant - STR 29
Stone Giant - STR 30
Frost Giant - STR 31
Fire Giant - STR 32
Cloud Giant - STR 33
Storm Giant - STR 34
Titan - STR 35



DEXTERITY
DEX represents the character dexterity, physical quickness and manual dexterity. It is used to determine the character's Tactical Movement Rate (TMR) which represents the number of 5 foot squares that the character can move in a single 10 second melee round. It is also used to determine base defensive bonus and initiative modifier.


DEX
Initiative
TMR
DEF
 
DEX
Initiative
TMR
DEF
5
-4
25
0
21
2
62
24
6
-3
28
1
22
2
65
27
7
-3
30
2
23
3
68
28
8
-2
32
3
24
3
70
31
9
-2
35
6
25
4
72
32
10
-1
38
7
26
4
75
35
11
0
40
10
27
5
78
38
12
0
40
11
28
5
80
42
13
0
45
13
29
6
82
46
14
0
45
14
30
6
84
50
15
0
50
15
31
7
85
60
16
0
50
16
32
7
88
70
17
0
52
17
33
8
90
80
18
0
55
19
34
9
95
90
19
0
58
20
35
10
100
100
20
1
60
23
TMR - TMR stands for Tactical Movement Rate and reflects the number of feet you can move in a round while still staying vigilant and able to adequately defend yourself from attacks. Characters can move faster than this rate (see Running, Shooting, Chasing and Fleeing rules) but will suffer some penalties to defense.

Super Human Feats

DEX 26
  • May learn all of the following skills with a .75 multiple. Note that this bonus only applies for a natural DEX of 26. If the 26 DEX is the result of a magic item or other effect where the stat will revert to 25 or less when the effect or magic item is removed, the character is not eligible for this bonus. This is true for all of the effects where a skill can be learned at a lower cost.
    • Acrobatics
    • Rope Mastery
    • Sleight of Hand
    • Suppleness
  • Does not need to roll to retain balance on narrow footing that is at least 4 inches wide unless there are other factors at play (slippery, windy, etc.).


DEX 27
  • Need not roll for balance when crossing a narrow surface such as a tree trunk over a chasm.
  • Automatically recovers balance after a landing.
  • Multiple for above skills drops to .70.
  • Does not need to roll to retain balance on narrow footing that is at least 3.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 28
  • Multiple for above skills drops to .65.
  • Does not need to roll to retain balance on narrow footing that is at least 3 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 29
  • Multiple for above skills drops to .60.
  • Does not need to roll to retain balance on narrow footing that is at least 2.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 30
  • Multiple for above skills drops to .50.
  • Does not need to roll to retain balance on narrow footing that is at least 2 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 31
  • Multiple for above skills drops to .45.
  • Does not need to roll to retain balance on narrow footing that is at least 1.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 32
  • Multiple for above skills drops to .40.
  • Does not need to roll to retain balance on narrow footing that is at least 1 inch wide unless there are other factors at play (slippery, windy, etc.).

DEX 33
  • Multiple for above skills drops to .35.
  • Does not need to roll to retain balance on narrow footing that is at least half an inch wide unless there are other factors at play (slippery, windy, etc.).





CONSTITUTION
CON is constitution - a measure of how healthy a character is and how easily they can resist the effects of poisons and diseases, also known as their Normal Save


CON
Hit Points
Normal Save
System Shock
Resurrection Survival
Heal Rate
Spell Points (mage only)
Hours of Sleep Needed each Night
Continuous Exertion
Death's Door
Death's Door
Recovery
Temperature
Range
5
10
3
35
40
1/6 days
-7
12
10
-11 to -15
200%
75-85
6
12
5
40
45
1/5 days
-7
11
12
-11 to -15
175%
73-88
7
14
9
54
50
1/4 days
-5
10
13
-11 to -15
150%
70-90
8
16
11
50
55
1/3 days
-5
9
14
-11 to -15
130%
68-93
9
18
15
54
59
1/2 days
-3
9
15
-11 to -15
120%
65-95
10
20
17
57
63
1/day
-3
8
16
-11 to -15
110%
63-98
11
22
21
60
66
1/day
-1
8
17
-11 to -15
100%
60-100
12
24
23
65
70
1/day
-1
8
18
-11 to -15
100%
58-103
13
26
26
68
73
1/day
+0
8
19
-11 to -15
100%
55-105
14
28
28
72
77
1/day
+0
8
19
-11 to -15
100%
50-108
15
30
30
76
81
1/day
+0
8
20
-11 to -15
100%
50-110
16
32
32
79
84
1/day
+0
8
20
-11 to -15
100%
50-110
17
34
34
82
87
1/day
+0
8
21
-11 to -15
100%
50-110
18
36
37
85
90
1/day
+1
8
21
-11 to -15
100%
50-110
19
38
39
88
92
1/day
+1
8
22
-11 to -15
100%
50-110
20
40
43
90
93
1/day
+3
7
22
-11 to -16
100%
48-113
21
42
45
92
94
1/day
+3
7
23
-11 to -17
100%
48-113
22
44
49
95
96
1/day
+5
7
24
-11 to -18
100%
45-115
23
46
51
96
97
2/day
+5
6
25
-11 to -19
100%
45-115
24
48
55
97
98
2/day
+7
6
26
-11 to -20
100%
43-120
25
50
57
99
100
3/day
+7
6
27
-11 to -21
100%
40-123
26
54
62
100
100
4/day
+9
5
28
-11 to -23
90%
38-125
27
58
67
100
100
6/day
+10
5
30
-11 to -25
80%
35-128
28
62
71
100
100
12/day
+12
5
32
-11 to -27
70%
30-130
29
66
73
100
100
1/hour
+15
4
35
-11 to -29
60%
25-135
30
70
75
100
100
2/hour
+18
4
40
-11 to -31
50%
20-140
31
75
80
100
100
3/hour
+21
4
50
-11 to -33
40%
15-135
32
80
85
100
100
6/hour
+24
3
60
-11 to -35
30%
10-140
33
85
90
100
100
12/hour
+27
3
75
-11 to -37
20%
5-145
34
90
95
100
100
1/minute
+30
2
100
-11 to -39
10%
0-150
35
100
100
100
100
1/round
+35
1
150
-11 to -42
5%
-10-160

Hours of Sleep Needed - This number reflects the hours of sleep needed each day to be fully rested.

Continuous Exertion - This number reflects how many hours the character may push themselves without sleep before they start to feel fatigued. It assumes occasional rests. After this time, the character is at -10 to all actions. An additional -10 is assessed every (Continuous Exertion / 4) hours thereafter until the character is able to finally catch up on their sleep. They also suffer 10 points of NL damage every time the penalty is assessed and this damage does not heal until the character catches up on their sleep.

Death's Door - See Recovering From Wounds.

Death's Door Recover - See Recovering From Wounds.

Temperature Range - This is the range at which the character suffer no ill effects from extremes of temperature. This assumes that the character is moderately active (e.g., walking or otherwise moving around) and dressed in light clothing, including footwear (if applicable for race). If the character is inactive (e.g., trying to sleep, increase the lower range by 15 degrees). Obviously different clothing and armor will adjust these number. For example, a heavy coat will lower both the upper and lower ranges. For example, someone with a 15 CON wearing a coat that offers 40 degree protection changes their Temperature Range from 50 to 110, to 10 to 70 and they will begin suffering ill effects of heat if they continue to wear the coat in temperatures over 70 degrees. (This is a new rule as of 4/13/2016 and may need to be adjusted after testing.)

Spell Immunities - Those with super-human (26 or higher) Constitution are immune to some spells, as indicated below.

CON 26CON 27CON 28CON 29CON 30
  • Cloudkill
  • Fever
  • Noxious Vapors
  • Slow
  • Stinking Cloud
  • Ghoul paralyzation
  • Enfeeblement
  • Harm Entity
  • Hold Person
  • Power Word Stun
  • Sleep (any type of magical Sleep attack)
  • Cause Disease
  • Fumble
  • Paralyzation
  • Polymorph
  • Agony
  • Deafness
  • Power Word Kill
  • Sunburst
  • Blindness
  • Frozen Doom
  • Power Word Blind
CON 31CON 32CON 33CON 34CON 35
  • Cause Wounds (CLW, CSW, CCW, Harm)
  • Molecular Disruption
  • Flesh to Stone
  • Life Drain
Super Human CON
CON 26
  • Immune to Ghoul paralyzation
  • Immune to seasickness
  • Immune to stench-related effects
  • Recover END and Non-Lethal damage at 1.5 point per minute of rest (after 5 minutes) instead of 1 point per minute.
  • Can reroll Normal Save once. Must take the second result.
  • Reduced susceptibility (25%) to alcohol and narcotics.

CON 27
  • Immune to STR drain effects.
  • Roll Normal Save twice and take the best result.
  • Reduced susceptibility (50%) to alcohol and narcotics.

CON 28
  • Immune to paralyzation effects
  • Recover END and Non-Lethal damage at 2 points per minute of rest (after 5 minutes).
  • Roll Normal Save twice and take the best result. Any result of Failure is treated as Successful Save.
  • Reduced susceptibility (75%) to alcohol and narcotics.




INTELLIGENCE
INT is intelligence. It is used as a modifier for many skills. It is also used by mages to determine their chance to learn new spells.

INT
Insight
Skills 1.0
Learn Spell (chance)
Learn Spell (time-hours)
 
INT
Insight
Flash of Insight
Skills 1.0
Learn Spell (chance)
Learn Spell (time-hours)
5
0%
0
1%
Mult/5
21
13%
3
75%
Mult/50
6
0%
0
3%
Mult/10
22
16%
4
80%
Mult/55
7
0%
0
7%
Mult/15
23
20%
4
85%
Mult/60
8
0%
0
13%
Mult/20
24
25%
1
5
90%
Mult/65
9
0%
0
16%
Mult/25
25
30%
1
6
95%
Mult/70
10
1%
0
20%
Mult/30
26
35%
2
8
96%
Mult/80
11
1%
0
25%
Mult/30
27
40%
3
10
97%
Mult/100
12
1%
0
30%
Mult/30
28
50%
3
12
98%
Mult/150
13
1%
0
35%
Mult/30
29
60%
4
14
99%
Mult/200
14
2%
0
40%
Mult/30
30
70%
4
16
100%
Mult/300
15
2%
0
45%
Mult/30
31
80%
4
18
100%
Mult/500
16
3%
1
50%
Mult/30
32
90%
5
20
100%
Mult/750
17
4%
1
55%
Mult/30
33
100%
6
22
100%
Mult/1000
18
5%
2
60%
Mult/35
34
125%
7
26
100%
1 minute
19
7%
2
65%
Mult/40
35
150%
8
30
100%
1 round
20
10%
3
70%
Mult/45
Intelligence Levels
  • Non - INT 0
  • Animal - INT 1-4
  • Semi - INT 5-8
  • Low - INT 10-14
  • Average - 15-17
  • Very - 18-21
  • High - 22-24
  • Exceptional - 25-26
  • Genius 27-18
  • Supra-Genius - 29-31
  • God-Like - 32-35


Disbelieve - INT also figures into the character's Disbelieve Illusion roll, together with PER. To compute Disbelieve Illusion, take the average of INT and PER and apply it to the Magic Save column under MA.

Insight- This roll can be used to see if a character can figure out a complex problem or issue where a straight INT roll does not make sense. It should be used in cases where it is highly unlikely that a low INT character would figure out the problem but a high INT character might. This roll should only be used as a last resort after giving the characters a chance to figure the problem out for themselves. The character must roll equal to or less than the number indicated to figure out an answer to the problem.

Skills 1.0 - Characters with high intelligence can learn some skills that normally have an EXP multiple that is higher than 1.0 for a multiple of 1.0. For example, a mage normally has a 2.0 multiple on Warrior skills. That means that all skills in the Warrior list normally cost him twice as many EXP to learn and improve. The number in this column is the number of skills that the character can choose to learn at a 1.0 multiple. For example, a mage with a 20 INT can choose 3 skills to learn at a 1.0 multiple. If he chooses a skill from the Warrior list, that one skill will have a multiple of 1.0 instead of 2.0. Alternately, the character can use 2 Skills 1.0 slots to learn a skill at 75% of normal cost. This only applies to relatively mundane skills and does not apply to combat skills, spells or spell casting skills, talents or special abilities.

Flash of Insight - Characters with an intelligence of 24 or higher can request a "Flash of Insight" once per month (real life month). This is equivalent to the person making a successful Insight roll but the character does not have to wait for the GM to request one. If the group is stuck or otherwise is looking for a good idea on how to solve a specific issue, or how to proceed in a specific adventure, he can request a Flash of Insight. The GM is free to veto the Flash of Insight. If he allows it, the amount of information provided is entirely at his discretion. However, a Flash of Insight never results in incorrect information. This is meant to represent that the character is a genius and might see an answer where someone of lesser intelligence may not.

Spell Immunities - Those with super-human (26 or higher) Intelligence are immune to some spells, as indicated below:

INT 26
  • Blur
  • Illusion

INT 27
  • Mirror Images
  • Ventriloquism (illusion)
  • Walking Unseen

INT 28
  • Change Self
  • Illusionary Wall
  • Invisibility
  • Project Image

INT 29
  • Confusion
  • Shadow Door
  • Shadowform
  • Wraithcloak

INT 30
  • Blending
  • Phantasmal Force
  • Shadow Magic

INT 31
  • Phantasmal Killer

INT 33
  • Maze




KNOWLEDGE
KNOW is knowledge. It affects the skill rolls for all knowledge based tasks. It also reflects accumulated knowledge and the ability to accurately remember things. To have a chance of remembering things verbatim, you will want to buy the Memory talent.

Those with a very high KNOW also have something called Everything Lore. This represents the fact that they seem to know a little about everything. Anytime the GM calls for a lore roll (animal lore, magic lore, etc.) those with Everything Lore can attempt a roll and if they make it, they know something about the situation. Maybe not as much as someone with the actual skill, but they will know something.

Know can also affect the number of spells that a mage can have in memory.

KNOW
Remember Something
Spell Memory
Everything Lore
 
KNOW
Remember Something
Spell Memory
Everything Lore
5
1%
-7
0
21
75%
+3
15%
6
3%
-7
0
22
80%
+5
20%
7
7%
-5
0
23
85%
+5
25%
8
13%
-5
0
24
90%
+7
30%
9
16%
-3
0
25
95%
+8
35%
10
20%
-3
0
26
96%
+9
40%
11
25%
-1
0
27
97%
+10
45%
12
30%
-1
0
28
98%
+12
50%
13
35%
+0
0
29
99%
+14
55%
14
40%
+0
0
30
100%
+17
60%
15
45%
+0
0
31
100%
+20
65%
16
50%
+0
0
32
100%
+23
70%
17
55%
+0
0
33
100%
+26
75%
18
60%
+1
1%
34
100%
+30
85%
19
65%
+1
5%
35
100%
+35
100%
20
70%
+3
10%




WILLPOWER
WP is willpower. It is used for Mental Saves such as saves vs. Fear, Charm, and mental control. WP is also used to determine bonus spells for clerics. See the cleric profession for information about bonus spells.


WP
Mental Save
 
WP
Mental Save
 
WP
Mental Save
5
3
16
32
27
67
6
5
17
34
28
71
7
9
18
37
29
73
8
11
19
39
30
75
9
15
20
43
31
80
10
17
21
45
32
85
11
21
22
49
33
90
12
23
23
51
34
95
13
26
24
55
35
100
14
28
25
57
15
30
26
62
Bonus Spells - Clerics, Rangers and Paladins with a high WP gain bonus spells, as indicated below.

WP
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
18
1
19
2
20
2
1
21
2
2
22
2
2
23
2
2
1
24
2
2
1
25
2
2
1
1
26
2
2
1
1
1
27
3
3
1
1
1
28
4
3
2
1
1
29
4
4
2
2
1
30
4
4
2
2
1
1
31
5
4
2
2
2
1
32
5
4
2
2
2
1
1
33
6
5
3
2
2
1
1
34
6
5
3
3
3
1
1
35
6
5
3
3
3
2
2

Spell Immunities - Those with super-human (26 or higher) Willpower are immune to some spells, as indicated below:

WP 26
  • Immune to:
    • Charm (including Mass Charm and other charm effects)
    • Empathy
    • ESP
    • Hypnotism
    • Question
    • Rulership (Rod of Rulership)
    • Ventriloquism (SOTM)
  • Can reroll Mental Save once. Must take the second result.

WP 27
  • Immunte To:
    • Command
    • Confusion
    • Fear (including Mass Fear and other fear effects)
    • Mental Blast (Mind Flayer attack)
    • Walking Unseen
  • Roll Mental Save twice and take the best result.

WP 28
  • Immune To:
    • Agony
    • Binding Will
    • Chime of Hunger
    • Control Entity
    • Control Person
    • Mental Bolt (SOTM spell, Telepath discipline)
    • Slow (psionicist version only)
  • Roll Mental Save twice and take the best result. Any result of Failure is treated as Successful Save.

WP 29
  • Immune To:
    • Enchanted Sleep
    • Withdraw

WP 30
  • Immune To Mental Attack

WP 31
  • Immune To Mindreave

WP 32
  • Immune To Telekinetic Rage




MAGICAL APTITUDE
MA is Magical Aptitude. It defines the character's interaction with magic. Those with a high MA are better able to use and resist magic.

MA
Magic Save
Cast Chance Modifier
Attune to Magic Item
Magic Rings
 
MA
Magic Save
Cast Chance Modifier
Attune to Magic Item
Magic Rings
5
3
-10
10
1
21
45
+6
95
3/2
6
5
-9
13
1
22
49
+7
96
3
7
9
-8
16
1
23
51
+8
96
3
8
11
-7
19
2/1
24
55
+9
97
3
9
15
-6
23
2/1
25
57
+11
98
4/3
10
17
-5
27
2
26
62
+13
99
4
11
21
-4
32
2
27
67
+15
100
5/4
12
23
-3
37
2
28
71
+18
100
5
13
26
-2
43
2
29
73
+21
100
6/5
14
28
-1
49
2
30
75
+25
100
6
15
30
0
55
2
31
80
+30
100
7/6
16
32
+1
61
2
32
85
+35
100
7
17
34
+2
68
2
33
90
+40
100
8
18
37
+3
75
2
34
95
+45
100
9
19
39
+4
82
2
35
100
+50
100
10
20
43
+5
89
3/2
Attunement - This is your chance to attune to a magical item. It is required for most items with invokable powers but is not usually needed for passive abilities. Thus, it is not normally required for items such as +2 Leather Armor or a +1 Ring of Protection, but is required for items such as a Wand of Fireballs or a Ring of Shooting Stars. You can only try once to attune to an item (either by yourself or with the help of a Potion of Attunement or an Attunement Ritual). If you fail, you cannot try again unless your MA improves. While attuning to an object, a mage is able to see the attunement attempting to happen by using Power Perception. See Power Perception skill for more information.

Attunement Roll
  • Failure - Cannot attune to the item unless MA improves.
  • Success - Attunes to the item in the time indicated in the description of the item.
  • Critical Success - Attunes in half the normal time.
  • Grievous Success - Attunes in one quarter of the normal time or immediately, at the discretion of the GM.

Magic Rings - This column shows the maximum number of magical rings that can be worn. Most characters are only able to wear and gain the benefit from two magical rings at a time. If a third magical ring is put on, it will not function until one of the other two rings is removed and they have attuned to the new one. If two numbers are listed separated by a slant bar, the first number shows the number of rings that can be attuned to while the second shows how many can be worn at one time. For example, someone with an MA of 9 can be attuned to 2 rings, but can only wear (and gain the benefit from) one at a time. If 2 rings are worn, neither will function until one is removed. Switching from one attuned ring to another can be done in a single round if the second ring is handy, and no attunement time is required (assuming the character has already spent time attuning and made their roll). Characters with a very low MA can only gain the benefit from a single magical ring while those with a very high MA can wear and gain the benefit from more than 2 magical rings.

Super-Human MA
STAT 26
  • The character can buy the skills Spell Energy and Power Perception.
  • The character can assist others in attuning to items. They must remain in the general vicinity of the person they are assisting and spend one spell point every 8 hours. The target will gain a +6 to their chance of attuning.
  • Can reroll Magic Save once. Must take the second result.

STAT 27
  • If the character has the skill Spell Energy, they can learn Circles of Protection.
  • If the character is a mage, they can learn GK spells (but not talents or rituals) from another college.
  • Roll Magic Save twice and take the best result.

STAT 28
  • Roll Magic Save twice and take the best result. Any result of Failure is treated as Successful Save.






LUCK
Luck is a measure of just how lucky the character can be at times. Some spells require LUCK saves to avoid. Characters with a very high luck also have Luck Points and Fate Points.

LUCK
Luck
Save
Luck
Points
Fate
Points
PROT
 
LUCK
Luck
Save
Luck
Points
Fate
Points
PROT
5
3
0
0
1
21
45
3
1
2
6
5
0
0
1
22
49
3
1
3
7
9
0
0
1
23
51
3
2
3
8
11
0
0
1
24
55
3
2
3
9
15
0
0
1
25
57
4
3
4
10
17
0
0
1
26
62
4
3
5
11
21
0
0
1
27
67
5
4
6
12
23
0
0
1
28
71
5
4
7
13
26
0
0
1
29
73
6
5
8
14
28
0
0
1
30
75
6
5
9
15
30
0
0
1
31
80
7
6
10
16
32
1
0
1
32
85
7
6
11
17
34
1
0
2
33
90
8
7
12
18
37
1
0
2
34
95
9
7
13
19
39
2
1
2
35
100
10
8
14
20
43
2
1
2
LUCK Points - Use these points in one of the following ways (uses 1 point):
  • The player may choose to re-roll a single die roll of their choice. The roll must have been one that was made by them, or one that was made for a beneficial effect on them.
  • The player may attempt to use a Luck point to force their opponent to reroll one of their die rolls. If the opponent has an available Luck point, they can use it to counter the attempt. Both Luck points are used and the original roll stands. Note that the player may not use a second Luck point to counter the counter.
  • The player may use a Luck point to modify an existing percentile die roll by plus or minus 5 (or a d20 roll by plus or minus 1). In combat, can increase quality of roll by 1 stage (miss to hit, hit to crit if roll is low enough) but can't improve normal hit to grievous.
  • The player may use a Luck point to prevent losing hit points after going into negative hit points (unconscious, dying or death's door). If the character does not have Luck points, the character can sacrifice a point of Luck to accomplish the same thing. The point of Luck is lost permanently.
  • The player may use a Luck point to automatically allow an item to make an item saving throw.
  • As a general rule, a Luck point cannot be used to reroll a roll that the player is not aware of (i.e., an unseen enemy mage casts a Telepathy spell and the GM rolls the mental saves for everyone in the group).

Only "significant" NPC's should have any chance of having Luck points. Normal NPC's do not have Luck points.

Luck points return at the beginning of each month.

Fate Points - These points are one of the most powerful tools in a players life. By use of these points, a player may choose to change fate. They may choose the success or failure of ANYone die roll. Be it their own, a fellow party members, or the GM’s! Because of the power involved, these points are only regained six months (real time) after they are used. So, if a player with 2 Fate points were to use a one in August, it will come back on Feb 1 of the following year. Please note: The GM has final say in this power. If the GM declares that Fate Points cannot be used in a given situation, they cannot be used.

PROT - This is the character's combat protection value (PROT) when they are not wearing armor (i.e., they are wearing normal clothing or less). This value will not stack with things such as Bracers of Protection but it will stack with a Ring of Protection or other items that provides a bonus to protection.

LUCK 26
  • Can reroll Luck Save once. Must take the second result.

LUCK 27
  • Roll Luck Save twice and take the best result.

LUCK 28
  • Roll Luck Save twice and take the best result. Any result of Failure is treated as Successful Save.




CHARISMA
CHA is Charisma. It's a measure of your personality in dealing with other people, either one or one or in large groups. Charisma modifies all interpersonal tasks. There are also some rolls associated with CHA.

CHA
Service Please
Information Please
Presence
 
CHA
Service Please
Information Please
Presence
Charm
5
10
-50
21
97
15
9d6
6
25
-30
22
99
25
10d6
7
35
-25
23
99
35
10d6
8
45
-20
24
99
45
11d6
9
55
-15
25
99
55
11d6
10
65
-10
1d6
26
100
70
12d6
10
11
75
-8
1d6
27
100
80
12d6
15
12
79
-5
2d6
28
100
90
13d6
20
13
81
0
2d6
29
100
100
14d6
25
14
83
0
3d6
30
100
100
15d6
30
15
85
0
3d6
31
100
100
16d6
40
16
87
0
4d6
32
100
100
17d6
50
17
89
0
5d6
33
100
100
18d6
60
18
91
0
6d6
34
100
100
19d6
70
19
93
5
7d6
35
100
100
20d6
80
20
95
10
8d6
Service Please- This value represents your chance of getting routine service at a typical mercantile establishment (add 10% to this value if you speak the native language of the area; also add 10% if you are dressed in “fine” clothing). If you fail the roll, there is something about you that the shopkeeper doesn’t like and will charge you an extra 6-15% (d10+5) for the service or merchandise that you are buying. If you fail the roll by 26 to 50, the shopkeeper will make no effort to hide the fact that he doesn’t like you and will charge you 16-25% (d10+15) for the service or merchandise. With a failure of over 50, the shopkeeper will refuse you service. If you make the roll by over 50%, then the shopkeeper likes you and will give you a 5% (10% if you make the roll by 75) discount. He will also be more chatty and affable and will happily talk to you and answer questions (+25% on the “Information Please” table, minimum result of Partial Success.

Information Please – When you want to obtain information from an NPC, roll percentile dice and add this modifier. The result is compared to the static maneuver table.

Presence - Presence is the ability to command an immediate response from a target or targets. For example, the group is in combat with a group of bandits. The group is clearly stronger and have already killed or wounded a number of them while taking relatively minor wounds themselves. The leader of the group attempts a Presence roll to convince the remaining bandits to surrender. Note that the GM can choose when to allow Presence attacks and when not to and will generally disallow them against significant NPC's. Compare the result to the following table:

Result isEffect of Presence Attack
Less than the target CHA or WPTarget is unimpressed and will ignore or ridicule the attempt at command
Equal to or greater than 1x the target's CHA or WP but less than 2xTarget is impressed, will consider the attacker's words and may heed them if the situation is otherwise hopeless (WP save at +15)
Equal to or greater than 2x the target's CHA or WP but less than 3xTarget is very impressed and will likely heed the attacker's words if the situation is dire (WP save)
Equal to or greater than 3x the target's CHA or WP but less than 4xTarget is awed and will probably do as the attacker commands (WP save at -15)
Equal to 4x or greater the target's CHA or WPTarget will do as commanded
Presence Attack Modifiers
ModiferSituation
+1d6Surprise
+2d6In a clearly superior position
-2d6In a clearly weaker position
+1d6Good soliloquy
+2d6Exhibiting superior power (usually magic)
+2d6Violence is one-sided
-2d6`Inappropriate setting
+ or -Additional as the GM determines

Charm - Beings with superhuman charisma have a natural charming ability that makes others want to aid and assist them. The being with the superhuman charisma must roll equal to or less than the number in this column to affect the targets. Someone who makes a mental save can resist this effect but, in general, this should only be rolled for player characters (PC's) and significant NPC's.



PERCEPTION
PER is perception. It's your ability to notice things that are not obvious. PER and INT combine to give you your chance to disbelieve illusions though this is not automatic. You must state that you are trying to disbelieve an illusion in order to get a roll. In trying to disbelieve an illusion, you are studying what you believe to be the illusory scene looking for inconsistencies that would indicate that it is not right. If you are willing to take a risk to disbelive the illusion, you gain a +10 to your roll. For example, you believe that the fire giant attacking you is an illusion. You can attempt to disbelieve illusions by spending the round studying the fire giant looking for something that doesn't look right. If you tell the GM that you are willing to stand still and let the fire giant hit you with his weapon, then you get a +10 to your disbelieve illusions roll. If the fire giant is real, or if it is an illusion but you fail your roll, you will automatically get hit.

PER rolls are often called for by the GM to notice things. The group walks by a secret door in a hallway, the GM may ask everyone to make a PER roll and if you make a one half PER roll, you will notice the secret door. Or maybe the GM will just make the rolls without letting you know.


PER
Find Secret Door
Notice Secret Door
Subtle Perception
 
PER
Find Secret Door
Notice Secret Door
Subtle Perception
5
10
0
0
21
42
13
20
6
12
0
0
22
44
16
25
7
14
0
0
23
46
19
30
8
16
0
0
24
48
22
35
9
18
0
0
25
50
25
40
10
20
0
0
26
55
29
50
11
22
0
0
27
60
33
55
12
24
0
0
28
65
37
60
13
26
0
0
29
70
40
65
14
28
0
0
30
75
45
70
15
30
0
0
31
80
50
75
16
32
1
0
32
85
55
80
17
34
3
1
33
90
60
90
18
36
5
5
34
95
65
95
19
38
7
10
35
99
70
99
20
40
10
15
Find Secret Door - This is the character's chance of finding a secret when actively searching for one. In general, it takes 10 minutes to search a 20 foot long by 10 foot high section of relatively busy wall (with furniture, torch brackets, etc.). Note that each rank with Locate Secret Opening skill increases the character's effective PER by 1 for the purpose of finding secret doors.

Notice Secret Door - This is the character's chance of noticing a secret when not actively search for one, but when passing within 10 feet of it. The GM will secret make this roll whenever someone with a bonus higher than 0 passes within 10 feet of a secret door.

Subtle Perception - This is the character's chance to notice something that would escape the notice of those with average Perception. The GM will determine whether he wants a skill roll (roll and add this bonus) or a standard roll (must roll equal to or less than this bonus). In some cases, the GM may make the roll for the character.

Super-Human Perception
STAT 27
  • Can make PER rolls when asleep (i.e., if GM calls for people on watch to make PER rolls, a sleeping character with a PER of 27 or higher can also make a PER roll).

STAT 28
  • Dark Vision - Can see in normal darkness (outside at night, dark interior room, etc) out to 30 feet and in total darkness (underground) out to 15 feet. Can only make out shapes. Cannot read.




Super-Human Characteristics
Those with super-human characteristics (characteristic scores of 26 or higher) gain the following benefits.


STAT 26
  • Anytime the GM calls for a STAT roll, roll twice and take the best result.
  • Whenever a skill roll is made for the applicable stat, you may ignore the first roll made and roll again. You must take the second roll. The applicable stat must be the only stat that impacts the roll.

STAT 27
  • Can make PER rolls when asleep (i.e., if GM calls for people on watch to make PER rolls, a sleeping character with a PER of 27 or higher can also make a PER roll).

STAT 28
  • Dark Vision - Can see in normal darkness (outside at night, dark interior room, etc) out to 30 feet and in total darkness (underground) out to 15 feet. Can only make out shapes. Cannot read.
  • Whenever a skill roll is made for the applicable stat, roll twice and take the best roll.

STAT 29


STAT 30

  • Anytime the GM calls for a STAT roll, roll three times and take the best result.

STAT 31
  • Whenever a skill roll is made for the applicable stat, roll three times and take the best roll.

STAT 32


STAT 33


STAT 34


STAT 35
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