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Ability Scores

Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom,
Charisma and Perception. These scores represent a creatures most basic attributes. The higher the
score, the more raw potential and talent your character possesses.
Each Ability Score is divided in two sub-abilities that are related but need not have the same score.
When creating your character, you roll or choose your Ability Scores. After that you decide about
the balance of your sub-abilities. Both sub-abilities can have the same score as their parent ability,
or they can diverge up to two points up or down, affecting the other related sub-ability up or down.
For instance, if you have Strength 16 you can have both Stamina and Muscle 16, or Stamina 17 and
Muscle 15, or Stamina 18 and Muscle 14, or Stamina 15 and Muscle 17, or Stamina 14 and Muscle
18.

Strength
The sub-abilities derived from a characters Strength score are Stamina and Muscle.
Stamina
The Stamina sub-ability score determines muscle efficiency. A character with a Stamina score
higher than his Muscle score may not have masses of huge muscles, but the muscles he has will be
rock hard. Characters like these cannot lift four hay bales at once, but they can lift one or two at a
time for 10 hours straight.
Muscle
The Muscle sub-ability measures the sheer power a character can exert at a moments notice. A
character with a Muscle score higher than his Stamina score will look quite strong. Males will have
bulging biceps, broad chests, and wide shoulders. Females dont generate the muscle mass of males,
but they will have well-defined, strongly toned forms.

Dexterity
This ability score is divided into the sub-abilities of Aim, which represents hand-eye coordination
and manual acuity, and Balance, which denotes reflexes and overall agility.
Aim
A character with a high Aim might be an expert marksman or a sleight-of-hand artist.
Balance
A character possessing a high Balance score may be an acrobat or a tightrope walker. This Sub-
Ability Score is used as basis for the REF Saves.

Constitution
Constitution is divided into the sub-abilities of Health, which is a measurement of a characters
resistance to diseases and other hardships, and Fitness, which indicates overall physical condition
and the characters endurance to punishment.
Health
A character with a high Health score would seldom get sick and be little affected by allergies and
other ailments. This Sub-Ability Score is used as basis for the FOR Saves.
Fitness
A character with a high Fitness score has great endurance and can suffer more damage than other
characters while continuing to function.

Intelligence
This becomes the sub-abilities of Reason, which measures a characters capacity for learning and
deduction, and Knowledge, which shows a general level of education, experience, and the ability to
remember information.
Reason
This ability defines how well a character handles new information. A character with a high Reason
score would be good at solving riddles and puzzles, and would be talented at using deductive,
logical thinking.
Knowledge
This score is a measurement of the characters educational experienceswhether in a school or on
the streets, his grasp of languages, and his memory capacity. A character with a high Knowledge
score can speak many languages, knows something about several subjects, and can remember the
slightest detail of a past event.

Wisdom
Wisdom is divided into the sub-abilities of Intuitionwhich determines the characters intuitive
awareness of other individuals, grasp of a situation, and understanding of other people, and
Willpowerwhich measures the characters strength of will and commitment.
Intuition
A character with a high Intuition score likely would be very insightful and good at making educated
guesses, and reacts effectively in an instinctive manner.
Willpower
This score gauges a characters strength of will, ability to resist with resignation, and sense of
commitment to a cause. A character with a high Willpower would be difficult to harm with mind-
affecting magic spells, could be quite stubborn, and would resist interrogation. This Sub-Ability
Score is used as basis for the WIL Saves.

Charisma
Charisma is split into the sub-abilities of Presence, which measures forcefulness of personality and
how willing others are to follow the characters lead, and Appearance, which gauges physical
attractiveness, style, and poise.
Presence
A character with a high Presence often may be a groups leader, or at least its spokesman. Generals
and those who can calm or incite a mob with a few words all have good Presence scores. This Sub-
Ability Score is used as basis for the SUP Saves
Appearance
This determines the physical charms and attractiveness of the character. A character with a high
Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks.

Perception
Perception is split into the sub-abilities of Wits, which measures the quickness and response of the
mental reflexes, and Observation, which measures the attention to detail of the character.
Wits
A character with a high wits score is always tuned to everything happening around, and usually is
the first to act in stress situations.
Observation
This score is a measurement of the characters capacity to perceive the world around him with all
five senses.
Stamina
Stamina Score Weight Allowance Fatigue Points Base Bonus
1 0 0 -5
2 2 1 -4
3 5 2 -4
4 10 2 -3
5 15 3 -3
6 20 3 -2
7 25 4 -2
8 30 4 -1
9 35 5 -1
10 40 5 0
11 45 6 0
12 50 7 +1
13 55 8 +1
14 60 9 +2
15 70 10 +2
16 80 11 +3
17 100 12 +3
18 120 13 +4
19 140 14 +4
20 170 15 +5
21 200 16 +5
22 250 17 +6
23 350 18 +6
24 450 (1200) 19 +7
25 550 (2000) 20 +7
26 650 (2500) 21 +8
27 800 (3000) 22 +8
28 950 (3500) 23 +9
29 1,250 (4500) 24 +9
30 1,550 ( 5000) 25 +10
Weight Allowance: This is the weight in pounds a character can carry without being
encumbered. Characters carrying less than or equal to their weight allowance move at their
full normal speed.
Fatigue: The table shows the number of intermittent rounds a character can perform more
or less strenuous activities without becoming fatigued or exhausted.
Base Bonus: The base bonus is the bonus to be applied in skills, unskilled checks and any
other undefined checks related to the ability score. The base bonus is the same for all
abilities and sub-ability scores.
Muscle
Muscle Att. Dam. Max. Open Bend Bars/
Score Adj. Adj. Press Doors Lift Gates
1 -5 -5 0 -5 0%
2 -4 -4 5 -4 0%
3 -4 -3 10 -4 0%
4 -3 -3 20 -3 0%
5 -3 -2 30 -3 0%
6 -2 -2 45 -2 0%
7 -2 -1 60 -2 0%
8 -1 -1 75 -1 0%
9 -1 0 90 -1 0%
10 0 +1 105 0 1%
11 0 +1 125 +1 2%
12 +1 +2 145 +2 3%
13 +1 +2 170 +3 5%
14 +1 +3 195 +4 7%
15 +2 +3 220 +5 9%
16 +2 +4 245 +6 11%
17 +2 +4 270 +7 13%
18 +3 +5 300 +8 15%
19 +3 +5 330 +9(+1) 20%
20 +3 +6 380 +10(+2) 25%
21 +4 +6 430 +11(+3) 30%
22 +4 +7 530 +12(+4) 35%
23 +4 +7 650 +13(+5) 40%
24 +5 +8 800 (3,375) +14(+6) 45%
25 +5 +8 950 (5,625) +15(+7) 50%
26 +6 +9 1100 (6,000) +16(+8) 55%
27 +6 +9 1300 (6,750) +17(+9) 60%
28 +7 +10 1500 (8,625) +18(+10) 65%
29 +7 +11 1,700 (11,250) +19(+11) 70%
30 +8 +12 2,000 (15,000) +20(+12) 75%
Attack Adjustment: This modifier is added to d20 rolls during combat.
Damage Adjustment: This modifier is applied to damage rolls after successful physical
attacks in combat.
Maximum Press: This is the most weight a character can lift over his head. He
cannot walk more than a few steps with it, nor can he hold it very long.
Open Doors: This indicates the chance a character has to force open a heavy door or
one that is stuck closed. To open such a door, a player rolls 1d20, adds the modifier and if
the result beats the difficult number, the door opens. A character who failed can try again,
but each successive attempt takes more time and makes more noise. The numbers in
parentheses are a characters chances to open a locked, barred, or magically held door.
Bend Bars/Lift Gates: This represents the characters chance to bend iron bars, lift a
vertical gate or portcullis, or perform a similar feat. If the number rolled on 1d100 is equal
to or less than the listed score, the character does the deed. If the roll fails, the character
cannot attempt the same feat again.
Aim
Aim Missile Pick Open Remove
Score Adj. Pockets Locks Traps
1 -5 -40% -55% -65%
2 -4 -35% -50% -60%
3 -4 -30% -45% -55%
4 -3 -25% -40% -50%
5 -3 -20% -35% -45%
6 -2 -15% -30% -40%
7 -2 -10% -25% -35%
8 -1 -5% -20% -30%
9 -1 0 -15% -25%
10 0 0 -10% -20%
11 0 0 -5% -15%
12 +1 0 0 -10%
13 +1 +5% 0 -5%
14 +2 +5% 0 0
15 +2 +10% +5% 0
16 +3 +10% +5% 0
17 +3 +15% +10% +5%
18 +4 +15% +10% +5%
19 +4 +20% +15% +10%
20 +5 +20% +15% +10%
21 +5 +25% +20% +15%
22 +6 +25% +20% +15%
23 +6 +30% +25% +20%
24 +7 +30% +25% +20%
25 +7 +35% +30% +25%
26 +8 +35% +30% +25%
27 +8 +40% +35% +30%
28 +9 +40% +35% +30%
29 +9 +45% +40% +35%
30 +10 +45% +40% +35%
Missile Adjustment: This modifier is applied to the d20 combat roll whenever a
character attacks with a missile weapon, such as firing arrows or hurling a spear. As
above, negative modifiers are penalties to the die roll, and positive numbers are bonuses.
Pick Pockets: This modifier applies only to rogue characters who have the ability to
pick another characters pockets. Other characters have only the listed chance of
performing the skill.
Open Locks: This modifier is used only by rogue characters with the open locks ability.
Other characters have only the listed chance of performing the skill.
Remove Traps: This modifier is used only by rogue characters with the remove traps
ability. Other characters have only the listed chance of performing the skill.
Balance
Balance Def. Climb
Score Adj. Walls
1 -5 -40%
2 -4 -35%
3 -4 -30%
4 -3 -25%
5 -3 -20%
6 -2 -15%
7 -2 -10%
8 -1 -5%
9 -1 0
10 0 0
11 0 0
12 +1 +5%
13 +1 +5%
14 +2 +10%
15 +2 +10%
16 +3 +15%
17 +3 +15%
18 +4 +20%
19 +4 +20%
20 +5 +25%
21 +5 +25%
22 +6 +30%
23 +6 +30%
24 +7 +35%
25 +7 +35%
26 +8 +40%
27 +8 +40%
28 +9 +45%
29 +9 +45%
30 +10 +50%
Defensive Adjustment: This modifier is applicable to a characters saving throws
versus attacks that can be dodged, such as lightning bolt spells, hurled boulders, etc. It
also modifies the characters armor class, representing the characters ability to dodge
normal missile attacks and parry melee attacks.
Climb Walls: This modifier also applies to rogue characters with the climb
walls ability. Other characters have only the listed chance of performing the skill.
Health
Health Resurrection Poison
Score Chance Complexion Save
1 05% R 3 Highest -10
2 10% R 2 Highest -9
3 15% R 2 Highest -8
4 20% R Highest -7
5 25% R Highest -6
6 30% R Highest -5
7 35% 0 -4
8 40% 0 -3
9 45% 0 -2
10 50% R 1's -1
11 55% R 1's (2x) 0
12 60% R 2s +1
13 65% R 2s (2x) +1
14 70% R 3s +1
15 75% R 3s (2x) +2
16 80% R 4s +2
17 85% R 4s (2x) +2
18 90% R 5s +3
19 90% R 5s (2x) +3
20 95% R 5s (3x) +3
21 95% R 6s +4
22 96% R 6s (2x) +4
23 96% R 6s (3x) +4
24 97% R 6s (4x) +5
25 97% R 7s +5
26 98% R 7s (2x) +5
27 98% R 7s (3x) +6
28 99% R 7s (4x) +6
29 99% R 7s (5x) +6
30 100% R 8s +7
Resurrection Chance: This is the percentage chance (on a 1d100) that a dead
character has of being successfully brought back to life through magical resurrection or
raise dead spells. If the roll is equal to or less than the listed chance, the character is
brought back to life.
Complexion: Measures the physical wellness of the character, allowing to re-roll low
results when rolling for hit points. The re-roll chances are cumulative and incremental, and
the player gets to use the best rolled result.
Poison Save: This modifier applies to saving throws made versus poisons, instead of the
regular FOR modifier.
Fitness
Fitness Hit Point System Regeneration
Score Adjustment Shock
1 -5 05% 1/72 hours
2 -4 10% 1/60 hours
3 -3 15% 1/48 hours
4 -2 20% 1/42 hours
5 -2 25% 1/42 hours
6 -2 30% 1/36 hours
7 -1 35% 1/36 hours
8 -1 40% 1/30 hours
9 -1 45% 1/30 hours
10 0 50% 1/24 hours
11 0 55% 1/24 hours
12 +1 60% 1/24 hours
13 +1 65% 1/21 hours
14 +2 70% 1/18 hours
15 +2 75% 1/15 hours
16 +3 80% 1/12 hours
17 +3 85% 1/9 hours
18 +4 90% 1/6 hours
19 +4 91% 1/4 hours
20 +5 92% 1/2 hours (1/12 turns)
21 +5 93% 1/hour (1/6 turns)
22 +6 94% 1/4 turns
23 +6 95% 1/3 turns
24 +7 96% 1/2 turns
25 +7 97% 1/turn (1/10 rounds)
26 +8 98% 1/5 rounds
27 +8 98% 1/2 rounds
28 +9 99% 1/round
29 +9 99% 2/round
30 +10 100% 3/round
Hit Point Adjustment: This modifier is applied to the hit dice roll every time a
character advances to a new experience level. No roll yields fewer than 1 hit point,
regardless of any modifier.
System Shock: This is the percentage chance (on a 1d100) that the character has to
survive magical effects that age or alter his body, such as petrification (and reversing it),
polymorphing, magical aging, etc. If the system shock result is equal to or less than the
listed chance, the character survives the process of alteration.
Regeneration: This is a measure of how quickly injuries are healed by the body.
Reason
Reason Spell Max. # Spell % % Learn Bonus#
Score Level Spells Immunity Learning Spell SP
1 1%
2 5%
3 10%
4 1th 1 15%
nd
5 2 2 20% 05%
6 3rd 3 25% 10%
rd
7 3 4 30% 20%
8 4th 5 35% 30%
9 4th 6 40% 35%
th
10 5 7 45% 40%
11 5th 8 50% 45%
th
12 6 9 55% 50% +1 (1st)
13 6th 10 60% 55% +2 (1st)
th
14 7 11 65% 60% +3 (1st)
15 7th 12 70% 65% +4 (1st)
th
16 8 14 75% 70% +5 (2nd)
17 8th 16 80% 75% +6 (2nd)
th
18 9 18 85% 80% +7 (3rd)
19 9th 21 1 90% 85% +8 (3th)
th
20 9 24 2 95% 90% +9 (4th)
21 10th 27 3 100% 95% +10 (4th)
th
22 10 30 4 105% 95% +11 (5th)
23 10th 34 5 110% 96% +12 (5th)
th
24 10 38 6 115% 96% +13 (6th)
th
25 11 42 7 120% 97% +14 (6th)
26 11th 47 8 125% 97% +15 (7th)
th
27 11 52 9 130% 98% +16 (7th)
28 11th 57 10 135% 98% +17 (8th)
th
29 11 63 11 140% 99% +18 (8th)
30 12th 69 12 150% 100% +19 (9th)
Spell Level: This is the highest level of magical spells that can be cast by wizards.
Max. # Spells: This is the most spells of each level that a wizard can memorize.
Spell Immunity: This is the level of illusion/phantasm spells that a character with
that Reason score is immune to. All immunities are cumulative, so a character with a 21
Reason score is immune to first-, second-, and third-level illusion spells.
% Learning: This is the characters chance to learn something new. This applies to all
skills (weapon/non-weapon skills, feats, specializations and fighting styles). The character
can try to learn each skill once at each experience level.
% Learn Spell: This is the chance that a wizard can learn to cast a particular spell. If the
roll is equal to or less than the listed chance, the wizard can learn the spell. The wizard can
try to learn each spell once at each experience level.
Bonus # SP: This is the number of bonus SP a wizard gains. Parenthetical values list the
level at which the bonus SP become available.
Knowledge
Knowledge Bonus # Bonus# Read Skill points
Score Skills Languages Languages per level
1 -2 -2 -65%
2 -1 -1 -60%
3 -55%
4 -50%
5 -45%
6 -40%
7 -35%
8 -30%
9 -25%
10 1 -20%
11 2 -15%
12 3 1 -10% 1
13 4 1 -5% 2
14 5 1 3
15 6 2 4
16 7 2 5
17 8 2 +5% 6
18 9 3 +10% 7
19 10 3 +15% 8
20 12 4 +20% 9
21 14 4 +20% 10
22 16 5 +25% 11
23 18 5 +25% 12
24 20 6 +30% 13
25 23 6 +30% 14
26 26 7 +35% 15
27 29 8 +35% 16
28 32 9 +40% 17
29 35 10 +40% 18
30 40 12 +50% 20
Bonus # Skills: This is the maximum number of additional skills (weapon or non-weapon)
a character with the appropriate Knowledge score can learn at character creation.
Bonus # Languages: This is the maximum number of additional languages a character
with the appropriate Knowledge score can learn at character creation.
Read Languages: This modifier applies to rogue characters with the read languages ability.
Other characters have the unmodified listed chance of performing the skill.
Skills points per level: This is the number of bonus skill points a character gains at each
level to improve his non-weapon proficiencies and languages. Skills can normally be
improved by 1 point per level, through a learning roll and the expenditure of 1 skill point.
Improvement beyond the normal 1 point must be arranged through intensive study or
training acquired during the time needed to gain a level, with the DMs approval.
Intuition
Intuition Bonus % Spell Luck
Score Spells Failure Roll
1 0 100% -6
2 0 95% -5
3 0 90% -4
4 0 80% -3
5 0 70% -3
6 0 60% -2
7 0 50% -2
8 0 40% -1
9 0 30% -1
10 0 20% 0
11 0 10% +1
12 0 0% +1
st
13 +4 (1 ) 0% +1
14 +4 (1st) 0% +2
nd
15 +8 (2 ) 0% +2
16 +8 (2nd) 0% +3
rd
17 +12 (3 ) 0% +3
18 +12 (3rd) 0% +4
th
19 +16 (4 ) 0% +4
20 +16 (4th) 0% +5
21 +16 (4th) 0% +5
th
22 +20 (5 ) 0% +6
23 +20 (5th) 0% +6
th
24 +20 (5 ) 0% +7
25 +24 (6th) 0% +7
th
26 +24 (6 ) 0% +8
27 +24 (6th) 0% +8
th
28 +28 (7 ) 0% +9
29 +35 (7th) 0% +9
30 +35 (7th) 0% +10
Bonus Spells: This is the number of bonus SP a priest gains. Parenthetical values list the
level at which the bonus SP become available. Note that the extra spells are cumulative, and
the priest can cast only those spells allowed by his experience level.
% Spell Failure: This is the percentage chance that a priests spell will fail when
cast. Those priests with low Intuition scores run the risk of having spells misfire.
Luck Roll: This roll represents the intuitive reaction of the character to whatever is
happening around, and will be used at the DM's leisure to solve several unrelated judgment
calls.
Willpower
Willpower Will Spell
Score Bonus Immunity
1 -10
2 -8
3 -7
4 -6
5 -5
6 -4
7 -3
8 -2
9 -1
10 0
11 0
12 +1
13 +1
14 +1
15 +2
16 +2
17 +3
18 +3
19 +4 1*
20 +4 2*
21 +5 3*
22 +5 4*
23 +6 5*
24 +6 6*
25 +7 7*
26 +7 8*
27 +8 9*
28 +8 10*
29 +9 11*
30 +10 12*
Will Bonus: This modifier applies to any of the characters rolls based on sheer willpower,
but not passive of saving as defined by the DM. This modifier could be used to help in a
muscle check or in a skill check in an stressful situation for instance.
Spell Immunity: This grants protection from the spells listed under each number below.
These immunities are cumulative.
1. cause fear, command, enthrall, friends, hypnotism, sleep and taunt.
2. charm person or mammal, forget, hesitation, hold person , hypnotic pattern, ray of enfeeblement, and scare.
3. dissensions feast, emotion, emotion control, ESP, insatiable thirst, music of the spheres and suggestion.
4. charm monster, cloak of fear, fear, fumble, mind read, minor malison and rigid thinking.
5. chaos, greater malison, hold monster, inverted ethics, memory read and rainbow pattern.
6. compulsive order, feeblemind, domination, mental domination, modify memory and mind fog.
7. eyebite, mass suggestion, memory wrack, mind shatter, repeat action and quest.
8. confusion, geas, impending permission, legal thoughts and magic jar.
9. antipathy/sympathy, death spell, demand and mass charm.
10. maze, power word stun and symbol.
11. imprisionment and power word blind.
12. power word kill

Presence
Presence Loyalty # of Manip.
Score Base Henchmen Chance
1 -10 0 -10
2 -8 0 -9
3 -7 0 -8
4 -6 0 -7
5 -5 0 -6
6 -4 1 -5
7 -3 1 -4
8 -2 2 -3
9 -1 2 -2
10 0 3 -1
11 0 4 0
12 0 5 +1(3)
13 +1 6 +2(5)
14 +2 7 +3(7)
15 +3 8 +4(9)
16 +4 9 +5(11)
17 +5 10 +6(12)
18 +6 15 +7(13)
19 +8 20 +8(14)
20 +10 25 +9(15)
21 +11 30 +10(16)
22 +12 35 +11(17)
23 +13 40 +12(18)
24 +14 45 +13(19)
25 +15 50 +14(19)
26 +16 55 +15(20)
27 +17 60 +16(20)
28 +18 65 +17(21)
29 +19 70 +18(21)
30 +20 80 +20(22)
Loyalty Base: This modifier is applied to henchmen loyalty scores. This modifier can be
crucial during battles, where good morale is vital. It also affects the susceptibility to
manipulation of a henchman.
Max. # of Henchmen: This is the maximum number of permanent allies and retainers a
character can attract. This does not affect the number of hirelings, mercenaries, or other
servitors a character can have.
Manipulation Chance: The manipulation chance acts in a manner similar to the wizard
spell suggestion, with the difference that its effects are achieved through bluff, personal
magnetism or force of personality alone, without any magical energies involved.
Parenthetical numbers on the table shows the maximum WIS score of the target of the
manipulation on an unskilled roll. The maximum WIS affected can be modified by the
loyalty base of a follower or henchman and by the reaction adjustment due to appearance,
aside from situational modifiers, and the manipulation roll can be modified by the same
modifiers.
Appearance
Appearance Reaction Awe Distinctive
Score Adjustment Effect Features
1 -10 -10 5
2 -8 -9 4
3 -7 -8 3
4 -6 -7 3
5 -5 -6 2
6 -4 -5 2
7 -3 -4 1
8 -2 -3 1
9 -1 -2 0
10 0 -1 0
11 0 0 0
12 +1 +1 1
13 +1 +2/3 1
14 +1 +3/5 2
15 +2 +4/7 2
16 +2 +5/9(3) 3
17 +2 +6/12(5) 3
18 +3 +7/13(7) 4
19 +3 +8/14(9) 4
20 +3 +9/15(12) 5
21 +4 +10/16(13) 5
22 +4 +11/17(14) 5
23 +4 +12/18(15) 6
24 +5 +13/19(16) 6
25 +5 +14/20(17) 6
26 +5 +15/21(18) 7
27 +6 +16/22(19) 7
28 +6 +17/23(20) 7
29 +6 +18/24(21) 8
30 +7 +20/25(22) 8
Reaction Adjustment: This number modifies the Reaction Roll when a character interacts
with NPCs and intelligent creatures for the first time. Obnoxious or frightening behavior
and poor grooming or strange companionship can negate bonuses for a high Appearance
score, just as solicitous manners, good grooming and other factors can overcome penalties.
Awe Effect: The awe effect acts in a manner similar to the fascinate spell, but its effects
are achieved through the enchanting looks of the character alone, without any magical
energies involved. People affected by the awe will try to captivate the character by
whichever means they possess, regardless of the character's intentions. Numbers after the
slash on the table shows the maximum WIS score of the target of the awe effect and
parenthetical numbers are the maximum WIS score of members of the same sex. That
number can be modified by situational modifiers. Attempts to manipulate awed creatures
can end up generating angry responses.
Distinctive Features: This number represents distinctive physical characteristics that
distinguish the characters in positive or negative ways, possibly altering other rolls.
Wits
Wits Surp. Initiative Move
Score Adj. Adj. Silently
1 -10 -9 -45%
2 -9 -7 -40%
3 -8 -6 -35%
4 -7 -5 -30%
5 -6 -4 -25%
6 -5 -3 -20%
7 -4 -2 -15%
8 -3 -1 -10%
9 -2 0 -5%
10 -1 0 0
11 0 0 0
12 +1 +1 0
13 +2 +1 +5%
14 +3 +2 +5%
15 +4 +2 +10%
16 +5 +3 +10%
17 +6 +3 +15%
18 +7 +4 +15%
19 +8 +2 +20%
20 +9 +2 +20%
21 +10 +3 +25%
22 +11 +3 +25%
23 +12 +3 +30%
24 +13 +4 +30%
25 +14 +4 +35%
26 +15 +4 +35%
27 +16 +5 +40%
28 +17 +5 +40%
29 +18 +5 +45%
30 +20 +6 +50%
Surprise Adjustment: This is a modifier to be applied to rolls used to determine if a
character is surprised by an unexpected encounter. The value can be modified by external
factors and by other rolls made by the character previous to the encounter.
Initiative Adjustment: This is a measure of the quick response to external stimuli that a
character sports, modifying the initiative rolls made by the character.
Move Silently: This concerns only those rogue characters who have the move silently
ability. The higher the positive value, the easier the skill becomes for the character. Other
characters have the unmodified listed chance of performing the skill.
Observation
Balance Asses. Hide in Find Hear
Score Roll Shadows Traps Noise
1 -10 -45% -55% -45%
2 -8 -40% -50% -40%
3 -7 -35% -45% -35%
4 -6 -30% -40% -30%
5 -5 -25% -35% -25%
6 -4 -20% -30% -20%
7 -3 -15% -25% -15%
8 -2 -10% -20% -10%
9 -1 -5% -15% -5%
10 0 0 -10% 0
11 0 0 -5% 0
12 +1 0 0 0
13 +1 +5% 0 +5%
14 +1 +5% 0 +5%
15 +2 +10% +5% +10%
16 +2 +10% +5% +10%
17 +3 +15% +10% +15%
18 +3 +15% +10% +15%
19 +4 +20% +15% +20%
20 +4 +20% +15% +20%
21 +5 +25% +20% +25%
22 +5 +25% +20% +25%
23 +6 +30% +25% +30%
24 +6 +30% +25% +30%
25 +7 +35% +30% +35%
26 +7 +35% +30% +35%
27 +8 +40% +35% +40%
28 +8 +40% +35% +40%
29 +9 +45% +40% +45%
30 +10 +45% +40% +45%

Assessment Roll: This modifier applies to exceptional situations where the character is at a
loss about what to do or what direction or action to take. At the DM's discretion, if there is
enough reason to merit an Assessment roll and the roll is made, a clue or an elucidation of
some missing point is revealed.
Hide in Shadows: This modifier applies to rogue characters with the hide in shadows
ability. Other characters have the unmodified listed chance of performing the skill.
Find Traps: This modifier applies to rogue characters with the find traps ability. Other
characters have the unmodified listed chance of performing the skill.
Hear Noise: This modifier applies to rogue characters with the hear noise ability. Other
characters have the unmodified listed chance of performing the skill.

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