|
Stat | Bonus | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
IQ | SKILLS | -9% | -8% | -7% | -6% | -5% | -4% | -3% | -2% | -1% | 0% | 0% | 0% | 0% | 0% | +1 |
ME | PSIONICS/ | -5 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
MA | TRUST/ | -35% | -30% | -25% | -20% | -15% | -10% | -5% | 0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% |
PS | HtoH DAM | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
PP | STRIKE/ PARRY/ | -5 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
PE | COMA/ | -14% +5 | -12% +4 | -10% +4 | -8% +3 | -6% +3 | -4% +2 | -3% +2 | -2% | -1% | 0% | 0% | 0% | +1% | +2% | +3% |
PB | CHARM/ IMPRESS | -45% | -40% | -35% | -30% | -25% | -20% | -15% | -10% | -5% | 0% | 5% | 10% | 15% | 20% | 25% |
SPD | ATTACKS / MELEE | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
PER | DANGER | -45% | -40% | -35% | -30% | -25% | -20% | -15% | -10% | -5% | 0% | 0% | 0% | 0% | 0% | 5% |
LUCK | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
REF | INITIATIVE | -5 | -4 | -4 | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
| | | | | | | | | | | | | | | | |
Stat | Bonus | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
IQ | SKILLS | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% |
ME | PSIONICS/ | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 |
MA | TRUST/ | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 84% | 88% | 92% | 94% | 96% | 97% |
PS | HtoH DAM | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 |
PP | STRIKE/ | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 |
PE | COMA/ | +4% +1 | +5% +1 | +6% +2 | +8% +2 | +10% +3 | +12% +3 | +14% +4 | +16% +4 | +18% +5 | +20% +5 | +22% +6 | +24% +6 | +26% +7 | +28% +7 | +30% +8 |
PB | CHARM/ IMPRESS | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 83% | 86% | 90% | 92% |
SPD |
ATTACKS / MELEE |
0 |
0 |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
PER | DANGER | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% |
LUCK | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
REF | INITIATIVE | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 |
| | | | | | | | | | | | | | | | |
Stat | Bonus | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 |
IQ | SKILLS | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | 26% | 27% | 28% | 29% | 30% | 31% |
ME | PSIONICS/ | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 | +12 | +13 | +13 | +14 | +14 | +15 | +15 |
MA | TRUST/ | 98% | 99% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
PS | HtoH DAM | +16 | +17 | +18 | +19 | +20 | +21 | +22 | +23 | +24 | +25 | +26 | +27 | +28 | +29 | +30 |
PP | STRIKE/ | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 | +12 | +13 | +13 | +14 | +14 | +15 | +15 |
PE | COMA/ | +32% +1 | +34% +1 | +36% +2 | +38% +2 | +40% +3 | +42% +3 | +44% +4 | +46% +4 | +48% +5 | +50% +5 | +52% +6 | +54% +6 | +56% +7 | +58% +7 | +60% +8 |
PB | CHARM/ IMPRESS | 93% | 94% | 95% | 96% | 97% | 98% | 99% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
SPD |
ATTACKS / MELEE |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
3 |
PER | DANGER | 85% | 90% | 95% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
LUCK | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
REF | INITIATIVE | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 | +12 | +13 | +13 | +14 | +14 | +15 | +15 |
| | | | | | | | | | | | | | | | |
Stat | Bonus | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |
IQ | SKILLS | 32% | 33% | 34% | 35% | 36% | 37% | 38% | 39% | 40% | 41% | 42% | 43% | 44% | 45% | 46% |
ME | PSIONICS/ | +16 | +16 | +17 | +17 | +18 | +18 | +19 | +19 | +20 | +20 | +21 | +21 | +22 | +22 | +23 |
MA | TRUST/ | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
PS | HtoH DAM | +31 | +32 | +33 | +34 | +35 | +36 | +37 | +38 | +39 | +40 | +41 | +42 | +43 | +44 | +45 |
PP | STRIKE/ | +16 | +16 | +17 | +17 | +18 | +18 | +19 | +19 | +20 | +20 | +21 | +21 | +22 | +22 | +23 |
PE | COMA/ | +62% +8 | +64% +9 | +66% +9 | +68% +10 | +70% +10 | +72% +11 | +74% +11 | +76% +12 | +78% +12 | +80% +13 | +82% +13 | +84% +14 | +86% +14 | +88% +15 | +90% +15 |
PB | CHARM/ IMPRESS | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
SPD |
ATTACK / MELEE |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
PER | DANGER | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
LUCK | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
REF | INITIATIVE | +16 | +16 | +17 | +17 | +18 | +18 | +19 | +19 | +20 | +20 | +21 | +21 | +22 | +22 | +23 |
STEP THREE: CHARACTER BACKGROUND
Most Players like to have as much detail and background on their characters as possible. The Background Tables provide information concerning the character's upbringing, childhood, adolescence, and early adulthood. They also provide information on the characters height, weight, vision, sense of hearing and smell, social status, financial situation and personality traits.
STEP FOUR: OCCUPATIONAL CHARACTER CLASS
An Occupational Character Class (O.C.C.) is more than a simple class (or game) distinction; it is an entireway of life. A player's character is devoted to developing the skills and knowledge of his/her trade.
After the player's have determined their character's physical and mental attributes, and their background they will want to select an O.C.C. that will best utilize their greatest attributes. Each O.C.C.requires a physical or mental aptitude in a particular area or areas.
Each O.C.C. will require a minimum physical and/or mental attribute rating. These will be listed in each O.C.C. description.
Each O.C.C. is provided with several specific skills and a variety of Elective Skills that apply directly to his/her profession and the kinds of situations that s/he is likely to encounter. Although many of the skills may overlap into other O.C.C.s, each skill has some practical application for that particular O.C.C. For a complete list of Occupational Character Classes see the O.C.C. section.
STEP FIVE: HIT POINTS AND S.D.C.
Hit Points: Hit points might best be thought of as life points because they indicate how much physical damage (cuts, bruises, etc.) the character can withstand before he/she dies. These are the points that are observed during a battle (or melee) to determine how much damage is inflicted on one's opponent. Each time a character is struck by a weapon he takes physical damage. The individual players keep score of how many hit points their character has by subtracting the damage from his/her character's hit points each time that character is hit by a weapon. Likewise, the Game Master keeps score of how much damage the player inflicts upon his opponent. When a character has zero hit points, he is in a coma and will soon die unless he or she receives extensive medical aid.
Determining Hit Points: Now that you have some idea of what hit points are about, let us get into the technical aspects of their determination and use.
S.D.C. or Structural Damage Capacity: There are two types of S.D.C. The first applies to living creatures and can be thought of as a supplement to hit points. The second applies to inanimate, non-living structures such as body armor, chairs, locks, doors, buildings, and so on.
Determining physical S.D.C. is simple. Characters with a background as men of arms roll 3D6 for S.D.C., while practitioners of magic, scholars and all others roll 1D6 for S.D.C. This S.D.C. base can be increased further through the selection of certain physical skills, such as boxing, body building, general athletics, etc. In this way, a player can literally build and toughen a character as much as he or she desires. Some non-human races and O.C.C.s also get special S.D.C. bonuses. All S.D.C. points/bonuses are cumulative.
When a character is injured or hurt, the damage is first subtracted from his or her S.D.C. points. S.D.C. damage is painful, but not deadly. It is only after ALL S.D.C. has been depleted that damage is subtracted from hit points. Only the rare special attack from magic, psionics or poison can bypass S.D.C. and strike at hit points directly. Hit point damage is serious, and potentially life threatening.
Inanimate objects, such as weapons, body armour, buildings, furniture and so on, also have S.D.C. points. In this case, the S.D.C. indicates the total amount of damage that the object can withstand before it breaks, crumbles or is destroyed.
These S.D.C. function exactly like hit points, except that they apply to non-living things. Any damage sustained is subtracted from the S.D.C. When the S.D.C. is reduced to zero, it is broken or smashed beyond repair.
Recovery of Hit Points & S.D.C.: After a battle, characters who have sustained physical damage must tend to their wounds. The attending of wounds can be administered by fellow characters, trained medical personnel or by oneself, if the character has the first aid skill and is not physically impaired.
First aid-type treatment includes basic and immediate medical applications and methods such as the cleaning and bandaging of wounds, stopping bleeding, the use of antiseptic herbs, and so on. This is fine for minor wounds, but serious injury, like internal bleeding and broken bones, will require professional treatment from some sort of healer or magic. Note: Unless a character stops the bleeding of cuts and stab wounds, he will continue to lose blood and suffer damage at the rate of one hit point per minute. When all hit points are reduced to zero, the character falls into a coma and hovers near death.
Recovery: Non-professional treatment. This is basic, first aid treatment or well intentioned help from non-medically trained people. This type of treatment may be used if the character is not able to seek professional help. It is not necessarily inferior treatment, especially for minor injuries or ailments, but just lacks the full facilities and experience of a trained healer. Rate of Recovery: Two hit points per day (24 hours) plus four S.D.C. points per day.
Recovery: Professional treatment. This is medical treatment from a surgeon, holistic doctor, healer, psychic, and magic. Rate of Recovery: Two hit points per day for the first two days, and four hit points per day for each following day, until the character has regained all his/her original hit points. S.D.C. points are restored at a rate of six per day.
Magic potions, spells, enchanted items and supernatural beings can often magically heal the injured with a mere touch. Such mystic healing is immediate -closing wounds, stopping bleeding, healing injury and mending bones so completely that there may be little or no evidence that the person was ever injured (no scars, no stiffness, or discomfort, etc.). A character can be magically healed up to his maximum number of hit points; never more than he or she started out with.
Surviving Coma And Death
When a character's hit points are reduced to zero (or less), he/she collapses, lapsing into a coma. This character is near death and will die in a matter of hours unless he/she receives immediate medical treatment. How much damage below zero a character can undergo is indicated by the physical endurance (P.E.) attribute. A character can take one point of damage below zero (negative 1, -2, -3, etc.) for each P.E. point. Example: A character with a P.E. of 9 will lapse into a coma at zero hit points, but still lives up to a negative 9. However, if the character receives more damage (which is very possible) than the P.E. number, he is dead. Thus, if a character with a P .E. of 9 takes 10 points of damage (or more) below zero, exceeding his P.E., he is beyond medical help and dies.
Magic and resurrection: In a magical world, a character can die and still have a chance (probably a very slim one) of being restored to full health! This is possible through the intervention of godlike beings, magic fountains and devices, and powerful magic spells. However, such superhuman feats should not be common and are likely to have a great price attached to it (a quest from a "god", and so on). Furthermore, a character who has died is likely to suffer from trauma and insanity; roll percentile dice. 1-50 means no trauma, 51-70 roll on the Random Insanity Table resulting from trauma, 71-85 roll on the Optional Random Insanity Table (roll again as directed by the table), 86-00 roll on the Phobia Table or the G .M. selects an appropriate phobia relating to the events of the death.
Coma Length: The length of time a character in a coma will survive without treatment is again indicated by the P.E.: one hour for each P.E. point. Example: P.E. 9 = 9 hours, P.E. 10 = 10 hours, and so on.
Recovery From a Coma
Whether or not a character survives the coma and is stabilized (at least brought back to one hit point above zero) is determined by the roll of percentile dice. If the player rolls two successful recovery rolls out of three tries, the character breaks out of the coma and is no longer in danger of dying. This also means that he is brought up to one hit point above zero. Recovery of hit points from that time on is standard; see Recovery of Hit Points. Note: This can be attempted every hour.
Recovery Ratio (roll 2 out of 3)
Optional Damage Rules
Optional: Minor Injury Table
A character receives severe physical damage when he loses a great amount of hit points (80% or more). The following are optional tables that list side-effects from serious physical injury. The effects of the damage are generally temporary and cumulative. Thus, if a character suffers severe damage during several different battles within a short period of time, he or she will suffer the multiple effects from that damage. Roll each time severe damage is endured.
01-14 | Minor bruises and lacerations. -2 on Spd and -1 to dodge. |
15-29 | Severely bruised and battered muscles. -lD4 on Spd and -1 toP.P. and P.S. |
30-44 | Damaged (sprain, pulled, cut, etc.) arm or shoulder. -3 to P.P attribute and -2 to parry. Duration of injury is 3D4 days. |
45-59 | Damaged leg or hip. Speed is reduced by half and the character is -2 to dodge. Duration is 3D4 days (unless magically or psychically healed). |
60-74 | Damaged hand and/or wrist. -I P.P., -2 P.S., cannot lift weight of more than 10 lbs (4.5 kg) with that hand, and the character is 10% on all skills that require the use of the hands. |
75-89 | Head Injury: -5% on all skills and -1 on Spd. |
90-00 | Damaged back or pelvis. -1 to P.E., reduce attacks per melee round by one, and Spd by 50%. Furthermore, the character cannot lift or carry more than 10 lbs (4.5 kg) without excruciating pain (double penalties from the pain). Duration is 3D4 days (unless magically or psychically healed). |
Note: None of these effects are permanent or life threatening. Minuses apply to that one limb. Speed minuses affect the whole body. Remember, symptoms and penalties are cumulative; roll each time the character is badly hurt. Duration is typically about 1D4 days unless indicated otherwise.
Optional: Roll Side-Effects from Physical Damage (Hit Points)on this table when 80% to 95% (almost all) of your hit points are depleted. Impairment is temporary, but lasts 1D4 weeks.
01-10 | Severely battered and bruised. Reduce Spd by half, combat bonuses by -2 points, and -3 to dodge. |
11-20 | Torn arm muscle. -3 to P.P., -2 to P.S., -1 attack per melee round, -2 to strike or parry, and the character cannot lift or carry more than 10 lbs (4.5 kg) without excruciating pain (double penalties from the pain). |
21-29 | Torn leg muscle. Reduce Spd by half and -2 to dodge. |
30-39 | Fractured bone: arm. Reduce P.P. and P.S. by 40%, -5 to strike or parry, and the character cannot lift or carry more than one pound (0.45 kg) without excruciating pain (double penalties from the pain). |
40-49 | Fractured bone: leg. Reduce Spd by half (if in a cast; -80% if not) and -4 to dodge. |
50-59 | Fractured bone: ribs or pelvis. -2 to P.E., reduce attacks per melee round by one, and Spd by 50%. Furthermore, the character cannot lift or carry more than 5 lbs (2.3 kg) without excruciating pain (double penalties from the pain). |
60-69 | Broken bone: ribs or pelvis. -4 to P.E., reduce attacks per melee by half, and Spd by 80%. Furthermore, the character cannot lift or carry more than 5 lbs (2.3 kg) without excruciating pain (double penalties from the pain). Double duration unless healed by magic or psychic powers. |
70-79 | Punctured lung. -4 to P.E., reduce attacks per melee by half, and Spd by 80%. Furthemiore, the character fatigues three times faster than normal. |
80-89 | Weakened immune system and fever. The character is weak, has caught a virus and suffers from a constant low-grade fever, chills, and fatigue. Reduce P.E. by half, P.S. and P.P by 25%, reduce attacks per melee round and combat bonuses by half, and Spd by 40%. Furthermore, the character fatigues twice as quickly as normal. |
90-00 | Severe concussion. Reduce attacks per melee and all combat bonuses by half, reduce speed by half, and the performance of all skills are at -30%. |
Optional: Recovery Side-Effects From Near Death (Hit Points)For a sense of additional realism, a player can roll on this table when a character has lost all (reduced to zero or below) of his/her hit points and has been near death (coma). Impairment is permanent as a result of the grave physical damage. Note: This is not a mandatory table, but is left up to the Game Master's discretion. Furthermore, magic restoration may be used to eliminate these otherwise permanent disabilities.
1-10 | No permanent damage; lucked out. |
11-20 | Major stiffness in joints; reduce P.P. by 2 points. |
21-39 | Minor stiffness in joints; reduce P.P. by 1 point. |
40-55 | Legs impaired; walks with a limp, reduce Spd by 2 points. |
56-70 | Major scarring; reduce P.B. by 2 points. |
71-82 | Chronic pain; reduce P.E. by 1 point. |
83-92 | Minor brain damage; reduce I.Q. by 1. |
93-00 | Major brain damage; reduce I.Q. by 2 and M.E. by 1. |
STEP SIX: PSIONIC/MAGICAL ABILITIES
It is possible for the characters to possess Psionic and Magical Abilities. See the Psionics Section for details on Psionic Abilities and I.S.P. and the Magic Section for Details on Magical Abilities.
STEP SEVEN: ALIGNMENTS
All characters must select an alignment to follow. See the Alignment Section for details on the various alignments.
STEP EIGHT: EQUIPMENT AND MONEY
All characters are given a basic list of standard equipment typical for that O.C.C., likewise, each character has a certain amount of money in the form of gold and/or saleable items or artifacts. This means that the character starts out with the basics and some cash. Poor but far from destitute. Additional money and items may be gotten from the character's background generation.
As always, a character can spend the money immediately for additional equipment or save it for later use.
STEP NINE: EXPERIENCE POINTS AND CHARACTER PROGRESSION
Except in specially devised tournaments and senerios, there are no actual winners in a roleplay game. Character perform heroic deeds, and accumulate wealth and equipment and experiance. See the Experience Section for details on Experience Points and Level Progression.