Chapter I: Character Creation



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Character Abilities

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Prime Requisites

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Strength

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Strength Table

Strength
Score
Hit
Probability
Damage
Adjustment
Weight
Allowance
Open
Doors
Bend Bars/
Lift Gates
Grapple
Chance
3 -3 +1 -35 12% 0% 6%
4-5 -2 -1 -25 16% 0% 12%
6-7 -1 - -15 20% 0% 18%
8-9 - - - 24% 1% 24%
10-11 - - - 28% 2% 30%
12-13 - - +10 32% 4% 36%
14-15 - +1 +20 36% 7% 42%
16 +1 +1 +35 44% 10% 48%
17 +1 +2 +50 48% 13% 54%
18 +2 +3 +75 52% 16% 60%

Hit Probability: *The modifiers in this column apply only to the result of to-hit rolls for melee combat.*

Damage Adjustment: *Applies only to melee combat. At the referee's discretion, the modifiers in this column might also be applied to thrown missiles such as javelins.*

Weight Allowance: *Adjustment of the maximum weight one can carry unencumbered.*

Open Doors: Percentile chance of forcing open a stuck, barred, or heavy door for a given attempt. Makes considerable noise, and risks attracting unwanted attention. Should more than one adventurer participate in an attempt, their percentages are added together, such that two adventures with a 24% and 48% chance respectively would have a 72% of opening a stuck door when working together.

Bend Bars/Lift Gates: Percentile chance of bending metal bars, lifting heavy gates, and similar feats of great physicality. As with opening stuck doors, the percentages of collaborating adventurers are cumulative.

Grapple Chance: *>>>*

Intelligence

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Intelligence Table

Intelligence
of Magician
Chance to Know
Given Spell
Min. No. of Spells
per Lvl.
Max. No. of Spells
per Lvl.
3-4 20% 2 3
5-7 30% 2 4
8-9 40% 3 5
10-12 50% 4 6
13-14 65% 5 8
15-16 75% 6 10
17 85% 7 All
18 95% 8 All

Chance to Know Given Spell: *Percentile chance to learn any given spell of a given level. Each spell may be checked only once.*

Minimum Number of Spells per Level: *Should a complete check through the entire selection of spells of a given level fail to result in a number of spells learnt equal to one’s minimum, one may recheck unlearnt spells until the minimum is reached.*

Maximum Number of Spells per Level: *Once the maximum number has been reached, one cannot check any further spells of a given level.*

Wisdom

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Wisdom Table

Wisdom
Score
Magician Defence
Adjustment
Spell
Bonus
Chance of
Spell Failure
3 -3 - 30%
4-5 -2 - 25%
6-7 -1 - 20%
8-9 - - 15%
10-11 - - 10%
12-13 - One 1st Level 0%
14-15 +1 One 1st Level 0%
16 +2 One 2nd Level 0%
17 +3 One 3rd Level 0%
18 +4 One 4th Level 0%

Magical Defence Adjustment: *The modifiers in this column apply only for saving throws versus attacks mental in nature, such as charm, fear, illusion, and the like.*

Spell Bonus: *Indicates the number of additional spells entitled to a cleric upon attaining the respective spell level. These bonuses are cumulative such that a cleric of a given wisdom score is also entitled to all lesser bonuses.*

Chance of Spell Failure: *Percentile risk of a spell failing when a cleric attempts to cast it.*

Dexterity

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Dexterity Table

Dexterity
Score
Missile Hit
Probability
Reaction/
Initiative
Defensive
Adjustment
3 -3 >>> -3
4-5 -2 >>> -2
6-7 -1 >>> -1
8-9 - >>> -
10-11 - >>> -
12-13 - >>> -
14-15 - >>> +1
16 +1 >>> +2
17 +1 >>> +3
18 +2 >>> +4

Missile Hit Probability: *The modifiers in this column apply only to the result of to-hit rolls for missile combat.*

Reaction/Initiative Applicable: *Applicable both to surprise situations and determination of initiative order.*

Defensive Adjustment: *Applicable versus certain hazards (such as dragon-fire, conjured lightning) due to dodging ability, and dodging/parrying ability in combat; this latter skill represented by modification of base armour class.*

Dexterity Adjustments for Thieves

Dexterity
Score
Picking
Pockets
Opening
Locks
Disarming
Traps
Moving
Silently
Hiding in
Shadows
9 >>> >>> >>> >>> >>>
10 >>> >>> >>> >>> >>>
11 >>> >>> >>> >>> >>>
12-16 >>> >>> >>> >>> >>>
17 >>> >>> >>> >>> >>>
18 >>> >>> >>> >>> >>>

Constitution

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Constitution Table

Constitution
Score
Hit-Point
Adjustment
Probability of
Resurrection Survival
Probability of
Surviving Spells
3 -2 40% 35%
4 -2 45% 40%
5 -1 50% 45%
6 -1 55% 50%
7 - 60% 55%
8 - 65% 60%
9 - 70% 65%
10 - 75% 70%
11 - 80% 75%
12 - 85% 80%
13 - 90% 85%
14 - 92% 88%
15 +1 94% 91%
16 +2 96% 95%
17 +2 98% 97%
18 +2 (+3)* 100% 99%

*Bonus applies to fighters only; all other classes receive a maximum bonus +2.

Hit-Point Adjustment: Indicates modifier applied to each hit die for a character. Note that penalties cannot reduce a hit die below 1.

Probability of Resurrection Survival: Percentile chance of being successfully resurrected. A character can never be resurrected a number of times in excess of his constitution score.

Probability of Surviving Spells: Percentile chance of surviving petrification, polymorph, and other such spells.

Charisma

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Charisma Table

Charisma Table

Charisma
Score
Maximum No.
of Retainers
Loyalty
Base
Reaction
Adjustment
3-4 1 -2 -1
5-6 2 -1 -
7-9 3 - -
10-12 4 - -
13-15 5 +1 +1
16-17 6 +2 +2
18 12 +4 +3

Maximum Number of Retainers: *This pertains only to permanent retainers, having no bearing on the number of mercenaries, house-servants and other such persons hireable.*

Loyalty Base: *Adjustment to a hireling’s base loyalty score.*

Reaction Adjustment: *Indicates the penalty or bonus applied when a character treats with persons and creatures encountered. While other penalties or bonuses may be incurred due to various factors, the modifier in the column above is applied irrespective of peculiar circumstance*

Experience

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Prime Requisites and Experience-Points

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Hit-Dice and Hit-Points

All characters and monsters have a numerated hit-point total which represents how much damage one can endure before death. When one is harmed, a number of hit-points are subtracted, should one's current hit-points reach 0, one is knocked unconscious and must succeed a saving-throw versus death or die. Rest and healing, medical or miraculous, can restore lost hit-points.

One's hit-point total is determined by one's hit-dice; the number and type of dice rolled to generate initial hit-points and those accumulated upon level advancement. Which hit-dice one uses is a consequence of one's class. Normal men use a d6 hit-die, and so too clerics and thieves. Fighters, being hardier than the common folk, use a d8 while wizards, having devoted themselves to mental efforts to the detriment of their physicality, use a d4.

Though constitution can add or subtract from one's hit-point total, a negative modifier cannot reduce one's hit-point total below 1.

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Saving-Throws

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Personality and Background

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