What is a Role-Playing Game?...The best definition is that a role-playing game is a game that allows...

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1 by This work is copyright © 2000-2003, Fatal Games. All Rights Reserved. The following work is the property of Fatal Games. Fatal Games retains the copyright. You may distribute this work at will, provided that nothing in the work or this notice is altered in any way, and that you do not profit from it. The author of this work and F.A.T.A.L., the corresponding role-playing game of which this work is part, may be reached at f a talg ames@e x cite .com. F.A.T.A.L. was originally conceived on Oct. 25, 2000.

Transcript of What is a Role-Playing Game?...The best definition is that a role-playing game is a game that allows...

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    by

    This work is copyright © 2000-2003, Fatal Games. All Rights Reserved. The following work is the property of Fatal Games.Fatal Games retains the copyright. You may distribute this work at will, provided that nothing in the work or this notice isaltered in any way, and that you do not profit from it. The author of this work and F.A.T.A.L., the corresponding role-playinggame of which this work is part, may be reached at [email protected].

    F.A.T.A.L. was originally conceived on Oct. 25, 2000.

    http://www.fatalgames.com/mailto:[email protected]

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    Welcome to a fantasy medieval role-playinggame that focuses on realism and detail wheneverpossible without sacrificing fun. Despite the focuson realism, several tenets of fantasy are assumed.In the world of this game, magic exists as well asspellcasters such as mages, witches, and druids. Sec-ond, fantastic creatures roam the world, includingkobolds and dragons, among others. Finally, hun-dreds of deities exist, and moreover these gods areconcerned with their worshippers, the state of theworld, and their own deific interests. Aside fromthese basic assumptions of fantasy, realism is soughtin every other respect and applied to these fantastictenets as well as the gaming world and role-playingsystem.

    What is a Role-Playing Game?A role-playing game is a game in which the

    participants make decisions as though they were acertain character. The decisions a player may makeare incredibly diverse compared to other games. Forinstance, assume you are an adventuring knight whohas just fought his way to the top of a dark towerwhere you find a comely young maiden chained tothe wall. What would you do? Some may choose tosimply free the whimpering wench. Others may freeher while hoping to win her heart. Instead of seek-ing affection, some may talk to her to see if theycan collect a reward for her safe return. Then again,others may be more interested in negotiating free-dom for fellatio. Some may think she has no roomto bargain and take their fleshly pleasures by force.Others would rather kill her, dismember her youngcadaver, and feast on her warm innards.

    As you can see, the number of decisions onecould make with one simple situation can quicklybecome overwhelming. Typically, this is the attrac-tion of role-playing games. No other game allowsso much individual choice, and consequently, somuch fun.

    Events in the game do not occur merely bythe will of the player, however. Instead, decisionsand outcomes are mediated by odds and rolls ofthe dice. Hence, this book is full of rules and guide-lines based on odds. Do not let the sheer volumeof information be intimidating; as a player you willnot need to memorize it, though familiarity helps.

    The best definition is that a role-playinggame is a game that allows players to utilize their fullpotential for imagination and enjoyment within acontrolled setting.

    Necessary Gaming MaterialsTo play this game, some materials are nec-

    essary. First, it is most convenient to have a sepa-rate copy of this book for each player, as it will beused often. Next, a set of gaming dice is necessary,which may be purchased at most hobby stores andsome bookstores. Sets of gaming dice usually in-clude one 4-sided, one 6-sided, one 8-sided, two 10-sided (or percentile dice), one 12-sided, and one 20-sided die. Another book entitled GrimoiriumGenitoris (Grimoire of the Gods) will be very use-ful, and necessary if anyone plays a priest as a char-acter. Further, numerous pencils, erasers, scratchpaper, and graph paper come in handy. Miniaturesare available from several companies for purchaseand are useful for combat situations, though theyare not required for play; any coin could be usedinstead to represent a character. A gaming mat thatis drawn in a 1-inch grid may be purchased or easilymade, and is used on which to place the miniatures.Calculators, while not required, are recommended.Finally, a small group of gaming participants, typi-cally 4-8 players, is best. Here is a review:

    • Numerous copies of this book• Gaming dice (d4, d6, d8, d10, d12, d20)• F.A.T.A.L. Character Generator Program• Talitaria Fantasy World• Grimoirium Genitoris (Grimoire of the

    Gods)• Grimoirium Monstrum (Grimoire of

    Monsters)• Grimoirium Vita Futura (Grimoire of the

    Next World)• Pencils, erasers, scratch paper, and graph

    paper• 25mm Miniatures or small markers such as

    coins• Gaming mat (1” grid)• Calculator• Players

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    TerminologySome terms used throughout the game need

    to be understood. When a die is to be rolled, thetype of the die (how many sides it has) usually ap-pears after a ‘d’, designating the die. For instance,‘d12’ indicates that one twelve-sided die is to berolled. If a number appears before it, such as ‘3d12’,then three twelve-sided dice are to be rolled, andthe numbers added together, which this exampleproduces a range from 3-36. Finally, a number mayfollow as a modifier, such as ‘3d12 + 2’, which meansthat three twelve-sided dice are rolled and addedtogether as before, but now two is added to the sum.This particular example produces a range from 5-38. Additionally, ‘d%’ or ‘d100’ indicates that twoten-sided dice are to be rolled, but the results arenot added together. Instead, one die (which is an-nounced beforehand) is interpreted as the ‘tens’position and the other as the ‘ones’ position. So, iftwo ten-sided dice were rolled, resulting in a 6 and a9, and the die that resulted with a 6 was announcedas the ‘tens’ position, then the results would be in-terpreted as 69. If the results are a 10 and a 10(probably a 0 and a 0 on the dice), then this is inter-preted as 100. Finally, a ‘d1000’ is possible, whichsimply requires three ten-sided dice, with the thirddie being interpreted as the ‘hundreds’ position.

    MathNo math is introduced in this game that is

    more complicated than basic algebra, and even thatis relatively rare. One rule that applies to all calcula-tions is that whenever a decimal remainder exists,such as if a character has 53.96 points of Intelli-gence, the number is truncated or the decimal isdiscarded. So, this particular individual would have53 points of Intelligence. While this game attemptsto simplify any math that may be involved, percent-ages are used frequently. Here are a few helpful re-minders, which will consistently use 77% as themodifier:

    · 77% of any value (say, a character’sStrength score of 130) is equivalent to mul-tiplying the value (130) by 0.77. In thisexample, 77% of 130 is 100.

    · If a value (say, an Intelligence score of 115)is reduced by 77%, then only 23% remains.In this example, 23% of 115 is 26.

    · If 77% is added to any value (say, 22 pointsof damage due to Strength), then the valueis multiplied by 1.77. In this example, anadditional 77% of 22 results in a total of38 points of damage (1.77 x 22 = 38.94).

    RolesTwo fundamentally different roles must be

    fulfilled for a game to occur, and hence this gamerequires at least two people. One person must as-sume the role of the Maim Master (hereafter re-ferred to as the MM). While the MM does muchmore than maim, this is the nickname that has beenacquired due to the frequency of injury to charac-ters. MM’s do not create and role-play one charac-ter as do the players of the game. Instead, the MMdirects the game, often acting as a referee or a story-teller.

    Essentially, before the game the MM devisesa plot or a purpose to the game. For example, oneplot may be for the characters to happen upon adungeon in the wilderness, and to encourage themto enter and combat its inhabitants. If this were thecase, prior to the game the MM would draw a mapof the dungeon on graph paper. Next, the MMwould stock the dungeon with monsters, traps, andtreasure for the characters to encounter. Duringthe game, the role of the MM is to explain to theplayers what their characters see and hear as theyenter and traverse the dungeon. Further, as the char-acters encounter monsters, the MM role-plays themonsters, representing them against the characters.

    The players, on the other hand, create onecharacter apiece, and role-play that character for thegame. For example, a player named Ryan may cre-ate a character who is by occupation a thug, andnames the thug Torturon. Throughout the game,Ryan role-plays Torturon, making gaming decisionsas though he actually were Torturon. Typically, sev-eral players work together, creating a small groupof unique characters, each with their own talentsand shortcomings. Together, the small group ofadventurers attempts to tackle a dilemma or plotdevised by the MM.

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    The role of the MM is more complicatedthan that of a player, since a good and entertainingMM must be familiar with everything that playersare familiar with, but also be familiar with their ownrole. For this reason, this book has been arrangedso that information for players is presented beforeinformation for MM’s. If you are new to the game,the best suggestion is to read this book.

    Creating a CharacterAside from having the necessary gaming ma-

    terials listed above, the game cannot be played with-out a character. Each player must progress throughthis book, chapter by chapter, to create a character.Before you begin, you will need a character sheet.If you do not have one handy, you may photocopythe template presented in an appendix of this book.These sheets are a handy means of recording char-acter information. As you progress through thechapters of the book, making rolls of the dice anddecisions, the results must be recorded on your char-acter sheet. A friendly tip is to record the informa-tion with a pencil and to not write heavy-handedly;a lot of the information is subject to change. Dur-ing the game, you will continually refer to your char-acter sheet.

    Not every chapter, nor every part of eachchapter, will be used while creating a character.Nonetheless, the safest method is to progressthrough the book page by page to avoid missinganything. When in doubt, information relevant tocharacter creation is listed in the beginning of eachchapter, though some chapters, such as Chapter 1:Abilities are vital, while others such as Chapter 16:Advancement are irrelevant to creating characters. Ingeneral, the more relevant the information to cre-ation, the sooner it appears in the book.

    The fastest way to create a character is touse a computer program called the Fatal CharacterGenerator, which is available free.

    Character creation is often as fun as the gameitself, due to the seemingly infinite variety of pos-sible characters. For instance, when initially rollinga character’s sub-abilities, there are (19920) combi-nations possible!

    WarningThis role-playing game is not intended for

    children due to violent and sexual content. It isentirely possible to play this game without a charac-ter entering a single combat or sexual situation,though information and tables for sex and violenceare provided so that it may be used or dismissed asdeemed appropriate by each gaming group. Theinformation in this game does not represent theworld-views of Fatal Games, nor is extreme violenceor extreme sex condoned by Fatal Games. Instead,the information is included for comprehensiveness.

    For instance, the detail of violence may ex-ceed that of other role-playing games, as crucialdamage may explicitly explore the destruction ofmany body parts and internal organs. Similarly, char-acteristics of genitalia are often determined and uti-lized, such as penis size or maximum vaginal cir-cumference. Further, role-playing situations thataccurately represent mythology are likely at somepoint to include rape, molestation, encounters inbrothels, or possibly situations that deviate morefrom social norms. While the objective of the gameis not intended to be any of these in their own right,sex and violence may reasonably occur dependingon the circumstances, and have been detailed in gam-ing terms herein. Therefore, Fatal Games advisesminors not to participate in this game, and suggeststhat the players and MM discuss the appropriate-ness and degree of sex and violence for their gam-ing group.

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    Table of ContentsChapter 1: AbilitiesChapter 2: Gender and RaceChapter 3: BodyChapter 4: DispositionChapter 5: MindChapter 6: SocialityChapter 7: OccupationsChapter 8: SkillsChapter 9: EquipmentChapter 10: CombatChapter 11: MagicChapter 12: SpellsChapter 13: Magical ItemsChapter 14: TreasureChapter 15: Conducting the GameChapter 16: AdvancementChapter 17: Natural SubstancesChapter 18: WarfareAppendix 1: Character SheetsAppendix 2: Spell ListsAppendix 3: Random Magical EffectsAppendix 4: PhobiasAppendix 5: IngredientsAppendix 6: Maim Master CharactersIndexReferencesAbout Fatal Games

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    Chapter 1: Abilities

    Abilities are a character’s capacities. With few exceptions, abilities are unchanging. There are fivecore abilities (Physique, Charisma, Dexterity, Intelligence, and Wisdom), each with four sub-abilities. Todetermine your character’s abilities, begin by calculating each of the twenty sub-abilities. For each sub-ability, roll 4d100, divide the sum by 2, and subtract 1 from the result. Numerically, this creates a range of1-199 for all abilities and the average of each ability is 100, similar to a modern I.Q. test. It may be easierto look at the formula:

    (4d100 / 2) - 1

    Then, simply average each group of four sub-abilities to determine the core ability. For example,average the sub-ability scores for Physical Fitness, Strength, Bodily Attractiveness, and Health to deter-mine the ability score for Physique.

    As you progress through other chapters during character creation, other modifiers may adjustyour ability scores, such as gender, age, and race. On the following tables, a score of 100 is the average forall humans. For instance, if a male rolls a Strength sub-ability score of 100 and is horrified that the averageBench Press is 120 pounds, as noted above this is also an average for gender. Later, to resolve thisexample, males will receive a bonus for Strength. For now, simply determine your sub-ability scores andrecord them on your character sheet, which is available in the back of this book in Appendix 1: CharacterSheets. Finally, observe that when these sub-abilities and abilities are determined initially for a character,the abilities are determined for young adults. After the sub-abilities are described and the tables presented,aging effects are illustrated, which must be referenced throughout the character’s life. The last part of thischapter details how two abilities, Physical Fitness and Strength, may be increased through persistent exer-cise, and also, an alternate rolling method is presented.

    Lastly, these abilities are arranged not in an order of importance (they are all important), but in anorder that progresses from concrete (Physique) to abstract (Wisdom).

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    PhysiqueThe most obvious of all abilities, Physique

    is comprised of Physical Fitness, Strength, BodilyAttractiveness, and Health. High Physique abilityscores indicate a body that is trim, strong, well-pro-portioned, and resilient.

    Physical Fitness – Often considered en-durance or stamina, a character’s Physical Fitness isnot concerned with the size or strength of themuscle, but its ability for durative exertion. Charac-ters with high Physical Fitness have low body fatand are able to perform exerting activities for longdurations, such as sprinting. Physical Fitness maybe affected by another sub-ability of Physique:Bodily Attractiveness. Physical Fitness determinesa character’s Sprint speed per round according totheir Height (see Chap. 3: Body). The Sprint skill inChapter 8: Skills has more information on sprinting,running, jogging, walking, and forced marches. Todetermine the distance in terms of miles walked perhour, divide the Sprint speed by 58. This sub-abilitymay be increased with Persistent Exercise, as de-tailed at the end of this chapter. Physical Fitnessaffects skills such as Climb, Contortion, Jump, Moun-taineering, Sprint, and Swim.

    Strength – This refers to the size of thecharacter’s muscles and the amount of force thatmay be generated. Strength may be affected by an-other sub-ability of Physique: Bodily Attractiveness.Characters with high Strength are able to exert con-siderable force and move impressive amounts ofweight. Specifically, Strength entails measurementsof the Clean and Jerk (amount in pounds that maybe lifted and pressed above one’s head), Bench Press(pressed away from one’s chest), and Dead Lift (liftedfrom the ground, but unable to move about withit). If the Clean and Jerk is attempted with only onehand, 40% of the weight on the table may be pressed.In Chapter 9: Equipment, the amount listed for DeadLift will determine a character’s Encumbrance; twoother measures are included: Pull and Push. Finally,Strength has a Skill Modifier for use with the skillsin Chapter 8: Skills, such as Blacksmithing, Brass-smithing, Brawling, Climb, Coppersmithing, Dis-memberment, Hewing, Hurl, Impaling, Mangling,Mountaineering, Silversmithing, Stonemasonry,Swim, General and Specific Types of Weapons,

    Weapon Mastery, and Wrestling. Strength also af-fects the amount of damage a character inflicts withmelee weapons. For instance, a Strength score of115 indicates that an additional 29% of normal dam-age occurs. Strength also affects Life Points (seeChap. 10: Combat). Finally, is affected by exercise.For information, see Persistent Exercise, which isdetailed at the end of this chapter.

    Bodily Attractiveness – Usually, this por-tion of a character’s Physique is comprised of theattractiveness of their frame and how appropriatelymuscles and fat are distributed over their skeletalframe. For example, characters with low Bodily At-tractiveness may have disproportionately long orshort arms, legs, or upper body. Males with highBodily Attractiveness tend to have high Physical Fit-ness, Strength, and Height (see Chap. 3: Body), whilefemales with high Bodily Attractiveness tend to havelarge Cup Size (see Chap. 3: Body), low Weight (seeChap. 3: Body) and low Strength. Bodily Attractive-ness affects skills (see Chap. 8: Skills) such as Seduc-tion and Sexual Adeptness.

    Health – Healthy characters are not sicklyor prone to illness, have fewer allergies, are unaf-fected by poison ivy, vomit only rarely, have betterhearing (see Sound in Chap. 8: Skills), have moreLife Points (see Chap. 10: Combat), and maybe mostimportantly, respond well to shock and injury. Themodifiers for Allergies and Intoxication are explainedin Chapter 3: Body. Regarding skills, Health is usefulwith Sound and Urinating. Perhaps Health is mostuseful when considering Crucial Damage (see Chap.10: Combat).

    VIS CONSILI EXPERSMOLE RUIT SUA.

    Brute force bereft of wisdomfalls to ruin by its own weight.

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    CharismaThe ability of Charisma is the appeal of a

    character to others based on four sub-abilities: Fa-cial, Vocal, Kinetic, and Rhetorical Charisma. HighCharisma is indicative of a beautiful countenance,voice, movement, and style of speech.

    Facial – Distinct from all other forms ofattractiveness, this only considers the beauty of thecharacter’s hair, eyes, complexion, facial structure,and expressions. Characters with low Facial Cha-risma may seem to have one eyebrow instead oftwo, severe acne, an ugly birthmark, a large nose orears, dark rings under the eyes, or disfiguring scarsto list a few examples. Facial Charisma affects theskill of Sexual Adeptness (see Chap. 8: Skills).

    Vocal – While someone may be speaking orsinging in a foreign language that is not understoodby the listener, factors such as tone, pitch, accent,and inflection may influence the listener to perceivethem as attractive, or conversely, repulsive. On thetable presented later in this chapter, a descriptionof Vocal Charisma at each category of ability offersa reference point for comparisons.

    Kinetic – Different from the Bodily Attrac-tiveness sub-ability, Kinetic Charisma deals not withthe physical shape and appearance of the characterin question, but the beauty of their bodily move-ments, gestures, stride, etc. On the table presentedlater in this chapter, a description of Kinetic Cha-risma at each category of ability offers a referencepoint for comparisons. This sub-ability is particu-larly important in Dance, Massage, and Sexual Adept-ness (see Chap. 8: Skills).

    Rhetorical – As rhetoric is the art of per-suasion, this sub-ability of Charisma is concernedwith the potential to make oneself seem credible,to make one’s ideas or suggestions seem appealingby soliciting emotions. Rhetoric has been accusedas an art of verbal trickery, a tool of political propa-ganda, and the opponent of reasoned and logicalarguments. Just the same, it is very influential andoften more influential than reasoned argument. Fur-ther, rhetoric is important for leadership. Talentedrhetoricians know that the most persuasive speechrate is one that is slightly faster than the societalnorm, and accordingly speak at such a rate. Aver-age Speech Rate is indicated on the table for Rhe-torical Charisma later in this chapter. It is representedin words-per-minute (w.p.m.), and is not to be con-fused with a character’s Maximum Speech Rate, asindicated on the table for the sub-ability of Enun-ciation. Obviously, a character’s Average SpeechRate, as listed for Rhetorical Charisma, may neverexceed their Maximum Speech Rate, as listed forEnunciation. This sub-ability is useful in skills (seeChap. 8: Skills) such as Haggling.

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    DexterityThis ability is physical precision, which is

    more abstract or less concrete than Physique. Dex-terity is comprised of four sub-abilities: Hand-EyeCoordination, Agility, Reaction Speed, and Enun-ciation. A high ability score in Dexterity indicatesthat a character is probably nimble, moves easily andas desired, has lightning reactions, and can speakquickly and clearly if necessary.

    Hand-Eye Coordination – This type ofDexterity affects skills (see Chap. 8: Skills) such asAim, Ambidexterity, Basketweaving, Delousing, Dis-arm, Dying, Enameling, Engraving, Forgery, Hunt-ing, Juggling, Lock-picking, Massage, Milking,Mounted Archery, Musical Instrument, Painting,Parry, Pick Pocket, Complex Ritual, Rope Use, Sculp-ture, Surgery, Tailoring, Urinating, Weapon Trick,and any other activity demanding accurate finger orhand movements. Hand-Eye Coordination deter-mines a character’s Finger Movement Precision, thefinest intended precision with which fingers may bemanipulated.

    Agility – Differing from Reaction Speed be-low, Agility is not the ability to physically react to astimulus, so much as the ability to physically enactan action as desired, once chosen. Agility affectsCurrent Armor, thereby protecting those who areagile, while those with low Agility are more vulner-able to attacks. Agility affects skills (see Chap. 8:Skills) such as Balance, Blindfighting, Brawling,Climb, Physical Comedy, Contortion, Dance, Dis-arm, Dismemberment, Hide, Hurl, Impaling, Jug-gling, Mangling, Mountaineering, Mounted Archery,Parry, Riding, Silence, Tumble, General and SpecificTypes of Weapons, and Wrestling. Regarding theBrawling skill, Agility affects the number of Brawl-ing attacks per round. Agility also affects the num-ber of seconds necessary to stand.

    Reaction Speed – Often considered to bemental Dexterity, Reaction Speed entails neural re-sponsiveness such as combat responsiveness or thespeed of awakening in an emergency. Those withhigh reaction speeds can awaken from a deep sleepand be coherently on their feet in a few seconds, orreact very quickly to the many minute factors ofcombat. This is represented on the table as DeepSleep Recovery, listing the number of rounds re-quired to be alert and able to react without penaltyin an emergency. Reaction Speed directly affectsInitiative (see Chap. 10: Combat), as well as theBlindfighting skill (see Chap. 8: Skills).

    Enunciation - Verbal coordination is thebasis of Enunciation, such as speaking quickly andnot getting tongue-tied, avoiding the slurring ofwords, and speaking clearly. Characters with lowscores in Enunciation may, upon being frustratedor fearful, become unable to articulate their speech,and therefore babble incomprehensibly. Directmeasures of Enunciation include how quickly a char-acter may cast a spell, and a character’s MaximumSpeech Rate, which is represented in words-per-minute (w.p.m.). Few characters ever speak at thisrate, but this is the fastest that this sub-ability ofDexterity allows a character to speak. Obviously, acharacter’s Average Speech Rate, as listed for Rhe-torical Charisma, may never exceed their MaximumSpeech Rate, as listed for Enunciation. Enuncia-tion affects the skills of Spitting and Ventriloquism(see Chap. 8: Skills).

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    IntelligenceFairly abstract, Intelligence is a character’s

    mental precision, as well as capability and capacityto learn new things. Intelligence is comprised offour sub-abilities: Language, Math, Analytic, andSpatial Intelligence. A high Intelligence ability scoreindicates that a character is likely to easily learn lan-guages and properly use them, perform abstractmathematical operations such as geometry, solvelogical problems and arrange critically reasoned ar-guments, and perceive and manipulate parts and thewhole of objects with accuracy. After controllingfor body size, brain size weakly correlates to Intelli-gence, so those with bigger brains also tend to bemore intelligent1.

    Language – Those with excellent Languagesub-ability are able: to speak multiple languages flu-ently; acquire, retain, and utilize a large Vocabulary;and demonstrate impressive reading comprehension.However, this is only the potential to do these things.In a fantasy medieval environment where illiteracyis the norm, most of the potential of this sub-abil-ity may go unrealized. Note that the examples forVocabulary are not necessarily words that are un-derstood by the character, so much as the level ofthe character’s Vocabulary that is used daily andnonchalantly. Language affects skills (see Chap. 8:Skills) such as Forgery, Read/Write Language, Speak

    Language, and Transcribing.Math – The ability to consistently perform

    mathematical calculations accurately entails algebra,geometry, and believe it or not, musical skills, as wellas basic arithmetic. The table lists the Highest Pos-sible Math that may be performed, provided thecharacter has been trained in the Math listed. Mathaffects skills (see Chap. 8: Skills) such as Architec-ture, Chemistry, Numerology Divination, Gambling,Algebra, Geometry, Math (Fundamental), Music(Counterpoint), and Music Theory.

    Analytic – Characters with high analytic orreasoning ability are able to think critically and logi-cally. Analytic characters make better decisions basedupon available facts and probabilities. Some arguethat morality is derived from Analytic reasoning.Analytic Intelligence affects skills (see Chap. 8: Skills)such as Appraise, Chemistry, Logic, and Music(Counterpoint).

    Spatial – This sub-ability is concerned withmanipulating visual-spatial images. Spatial Intelli-gence may be observed during the following: theability to correctly imagine how objects will appearwhen rotated in two- or three-dimensional space,finding hidden figures within the contours of a largerfigure, accurately predicting where a moving objectwill be at any given moment, the ability to arrangeitems to make or resemble a specific design, andobject assembly. On the table later in the chapterfor this sub-ability, Unfamiliar Object Assembly dem-onstrates the differences in ability. This does notmean that a character is qualified to assemble allunfamiliar objects, but that there is a limit to thenumber of pieces they can comprehend before be-ing overwhelmed. Generally, Spatial Intelligence maybe considered mechanical aptitude, and is most use-ful with crafts or trades, and also with skills (see Chap.8: Skills) such as Architecture, Armorsmithing,Blacksmithing, Bowyer, Brass-smithing, Carpentry,Cartography, Clockmaking, Constellations,Coppersmithing, Fletching, Gemcutting, Glassblow-ing, Glovemaking, Goldsmithing, Locksmithing, Mu-sical Instrument, Painting, Papermaking, Sailmaking,Shipwright, Silversmithing, Stonemasonry,Weaponsmithing, and Wheelwrighting.

    1. Brain size and intelligence have been correlated in at least three studies appearing in scholarly journals. See the Referencessection at the end of this book for: a) Lynn, R., b) Rushton, J., c) Willerman, L, Schultz, R., Rutledge, J., & Bigler, E.

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    WisdomThe most abstract ability, Wisdom is a

    character’s potential to actualize what they have andknow; it is an ability to adapt to situations. Wisecharacters tend to make decisions that they do notregret. Wisdom is comprised of four sub-abilities:Drive, Intuition, Common Sense, and Reflection.A high Wisdom ability score indicates that a charac-ter is likely to be determined and disciplined, recep-tive to subtle cues, adapt well to situations, and fre-quently reflect on their life.

    Drive – A Drive may be considered acharacter’s determination, willpower, persistence, dis-cipline, and perseverance. A character with highDrive sub-ability does not necessarily always ap-proach everything with a high Drive, but has theability, should it be necessary, preferred, or desired.Drive also is used to determine whether creaturesremain in combat or flee (see Chap. 10: Combat), andit also initially affects Life Points (see Chap. 10: Com-bat). The column entitled Hours Relaxing indicatesthe number of hours per day that, if it were up tothe character in question, they would generally relaxand refrain from all exertion. Drive affects the skillsAnimal Conditioning and Combat Spellcasting (seeChap. 8: Skills).

    Intuition – This sub-ability is a character’sfamiliarity with or awareness of subconscious andsubtle cues or clues; Intuition is an acuteness of per-ception and attention to nearby, local, or observ-able detail. Characters with high Intuition are stilllimited by the physical world, unable to glean factsor feelings that do not present themselves or arefully hidden. Often, what is attributed to Intuitionis subtle information that we are unable to attributeto its source, so we consider it metaphysical when itis not. For instance, a female may have an uneasyfeeling when a stranger looks at her. Though shedoes not realize it in this example, the pupils of themale’s eyes are not dilated but very narrow. This isa biological cue that the male is either in bright sun-light or displeased. Likely, the animal in her humannature recognizes his displeasure as he looks at her,though she is not consciously aware of the cue.Intuition is a form of knowledge that is indepen-dent of experience or reason. Some claim that it isonly through Intuition that characters come to know

    their god. Therefore, some consider morality todepend on Intuition. Some contrast Intuition withIntelligence, declaring Intuition to be the purest formof instinct. Intuition affects skills (see Chap. 8: Skills)such as Animal Conditioning, Animal Handling,Blindfighting, Chemistry, Direction Sense, manyforms of Divination (Alectromancy,Anthropomancy, Aspidomancy, Austromancy,Axinomancy, Belomancy, Ceraunoscopy,Chiromancy, Cleromancy, Crystalomancy,Dririmancy, Gastromancy, Gyromancy,Hydromancy, Libanomancy, Lithomancy,Lunomancy, Necromancy, Numerology,Omphalomancy, Oneiromancy, Onomancy,Oomancy, Ornithomancy, Pyromancy, Scatomancy,Sortilege, Stichomancy, Urimancy, and Xenomancy),Etiquette, Haggling, Read Lips, Sculpture, Search,Taste, Teaching, and Touch.

    Common Sense – It is easier to describewhat this sub-ability is not, than what it is. Examplesof individuals lacking in Common Sense are oftenthose who are naive, gullible, and have a tendencytoward idealism more than pragmatism. CommonSense, as a sub-ability, is an abstract measure of howmuch a character is in touch with reality. Nerds aregood examples of people who may have some highforms of Intelligence, but may lack Common Sense.On the table presented later in this chapter, examplesof each category of ability demonstrate what a char-acter may be “Likely to” do. Common Sense af-fects skills (see Chap. 8: Skills) such as Agriculture,Basketweaving, Bookbinding, Brewing, Brickmaking,Candlemaking, Cleaning, Cobbling, Cooking, Dis-guise, Divination (Alectromancy), Fishing, Foresting,Gambling, Genealogy, Girdlemaking, Grooming,Hatmaking, Heraldry, Hide, Inkmaking, Milking,Milling, Mining, Minting, Perfumemaking,Pewtersmithing, Pottery, Pursemaking, Ropemaking,Saddlemaking, Search, Sheathemaking, Silence, Skin-ning, Soapmaking, Tailoring, Tanning, Teaching,Thatching, Tilemaking, Tinkering, Trapping,Wainwrighting, Weather Prediction, and Weaving.

    Reflection – While Intelligence, or learn-ing, is more concerned with short-term mnemonicaccuracy, the accuracy of long-term memory corre-lates with a gain in Wisdom over time as the deci-sions made by the individual reflect the inclusion of

  • 12

    more experiences that are accurately remembered.Those who do not remember and reflect upon themajority of their lives are more likely to make un-wise decisions. The Earliest Memory is determinedby this sub-ability. Reflection affects skills (see Chap.8: Skills) such as Constellations, Etiquette, Remem-ber Detail, and Weather Prediction.

    Skill ModifiersEach ability and sub-ability has a Skill Modi-

    fier. Whenever a skill is used or must be checked,abilities may modify the roll of a skill. Informationon skills and how Skill Modifiers function may befound in Chapter 8: Skills.

    Ability ChecksInstances in the game may occur when abili-

    ties need to be checked. For instance, a slovenlytrollop offers herself to a strapping young adven-turer if and only if he can expediently say a tongue-twister of her choice. Driven by hormones, theyoung male agrees, and asks what is the tongue-twister. The courtesan challenges “Huge hung herohunks hastily hump horny heaving hot whores.How‘bout it, huh?” To make an ability check, rollpercentile dice and apply the Skill Modifier to theresult. This number may be compared with a diffi-culty threshold (TH) determined by the MM or theroll of another player. In the example provided aboveregarding tongue-twisting, the MM may have secretlydecided the TH to be 80. The strapping young ad-venturer tests his Enunciation sub-ability at the mo-ment by rolling percentile dice and applying the SkillModifier from Enunciation to the roll. He rolls 31and the MM tells him that he tried to say it fasterthan he was capable at the moment. To theadventurer’s dismay, the soliciting strumpet laughsas she abandons him for a lad with a more nimbletongue.

  • 13

    ssentiFlacisyhP:euqisyhPytiliba-buS

    erocsllikS

    reifidoM

    tnirpSthgieHrof

    "53-"42

    tnirpSthgieHrof

    "74-"63

    tnirpSthgieHrof

    "95-"84

    tnirpSthgieHrof

    "17-"06

    tnirpSthgieHrof

    "38-"27

    tnirpSthgieHrof

    "59-"48

    tnirpSthgieHrof

    "701-"69

    tnirpSthgieHrof

    "621-80142-1 09- 1 1 2 2 5 5 01 0193-52 57- 2 3 5 5 01 7 51 0245-04 06- 4 5 8 8 51 01 02 0395-55 54- 5 8 11 11 02 51 52 5346-06 04- 7 01 41 41 42 02 03 0496-56 53- 9 31 71 71 82 52 53 5427-07 03- 01 51 02 02 23 03 04 0557-37 72- 21 81 32 42 63 53 54 5587-67 42- 41 02 62 82 83 04 05 0618-97 12- 61 32 92 23 24 54 55 5648-28 81- 81 52 23 63 64 05 06 0778-58 51- 02 82 53 04 05 55 56 5709-88 21- 22 03 83 44 45 06 07 0839-19 9- 42 33 14 84 85 56 57 5869-49 6- 62 53 44 25 26 07 08 0999-79 3- 82 83 74 65 66 57 58 59201-001 - 03 04 05 06 07 08 09 001501-301 1+ 53 54 55 56 57 58 59 501801-601 2+ 04 05 06 07 08 09 001 011111-901 3+ 54 55 56 57 58 59 501 511411-211 4+ 05 06 07 08 09 001 011 021711-511 5+ 55 56 57 58 59 501 511 521021-811 6+ 06 07 08 09 001 011 021 031321-121 7+ 56 57 58 59 501 511 521 531621-421 8+ 07 08 09 001 011 021 031 041921-721 9+ 57 58 59 501 511 521 531 541431-031 01+ 08 09 001 011 021 031 041 051931-531 11+ 58 59 501 511 521 531 541 551441-041 31+ 09 001 011 021 031 041 051 061951-541 51+ 59 501 511 521 531 541 551 561471-061 02+ 001 011 021 031 041 051 061 071981-571 52+ 501 511 521 531 541 551 561 571402-091 03+ 011 021 031 041 051 061 071 081912-502 53+ 511 521 531 541 551 561 571 581432-022 04+ 021 031 041 051 061 071 081 091942-532 54+ 521 531 541 551 561 571 581 591462-052 05+ 031 041 051 061 071 081 091 002972-562 55+ 531 541 551 561 571 581 591 502492-082 06+ 041 051 061 071 081 091 002 012903-592 56+ 541 551 561 571 581 591 502 512

    013 07+ 051 061 071 081 091 002 012 022

  • 14

    htgnertS:euqisyhPerocsytiliba-buS reifidoMllikS egamaD .doMstnioPefiL kreJ&naelC sserPhcneB tfiLdaeD

    42-1 09- %99- 8- 1 2 3

    93-52 57- %57- 7- 3 5 8

    45-04 06- %06- 6- 6 01 61

    95-55 54- %54- 5- 21 02 23

    46-06 04- %04- 5- 31 32 63

    96-56 53- %53- 4- 61 72 34

    27-07 03- %03- 4- 81 03 84

    57-37 72- %72- 3- 22 83 06

    87-67 42- %42- 3- 72 64 37

    18-97 12- %12- 3- 23 45 68

    48-28 81- %81- 2- 73 26 99

    78-58 51- %51- 2- 24 07 211

    09-88 21- %21- 2- 64 87 421

    39-19 9- %9- 1- 15 68 731

    69-49 6- %6- 1- 65 49 051

    99-79 3- %3- 1- 16 201 361

    201-001 - - - 66 011 671

    501-301 1+ %5+ 1+ 07 811 881

    801-601 2+ %01+ 1+ 57 621 102

    111-901 3+ %51+ 2+ 08 431 412

    411-211 4+ %02+ 2+ 58 241 722

    711-511 5+ %52+ 3+ 09 051 042

    021-811 6+ %03+ 3+ 49 851 252

    321-121 7+ %53+ 4+ 99 661 562

    621-421 8+ %04+ 4+ 401 471 872

    921-721 9+ %54+ 5+ 901 281 192

    431-031 01+ %05+ 5+ 411 091 403

    931-531 11+ %06+ 6+ 121 302 423

    441-041 31+ %07+ 7+ 921 512 443

    951-541 51+ %57+ 8+ 831 032 863

    471-061 02+ %001+ 01+ 261 072 234

    981-571 52+ %521+ 21+ 681 013 694

    402-091 03+ %051+ 41+ 012 053 065

    912-502 53+ %571+ 61+ 432 093 426

    432-022 04+ %002+ 81+ 852 034 886

    942-532 54+ %522+ 02+ 282 074 257

    462-052 05+ %052+ 22+ 603 015 618

    972-562 55+ %572+ 42+ 423 045 468

    492-082 06+ %003+ 62+ 843 085 829

    903-592 56+ %523+ 82+ 273 026 299

    013 07+ %053+ 03+ 693 066 6501

  • 15

    ssenevitcarttAylidoB:euqisyhPerocsytiliba-buS reifidoMllikS reifidoMelaM reifidoMelameF

    42-1 09- thgieHdna,htgne.rtS,ssentiFlacisyhP81- thgieW%81+dnaeziSpuCot81-93-52 57- thgieHdna,htgne.rtS,ssentiFlacisyhP61- thgieW%61+dnaeziSpuCot61-45-04 06- thgieHdna,htgne.rtS,ssentiFlacisyhP41- thgieW%41+dnaeziSpuCot41-95-55 54- thgieHdna,htgne.rtS,ssentiFlacisyhP21- thgieW%21+dnaeziSpuCot21-46-06 04- thgieHdna,htgne.rtS,ssentiFlacisyhP01- thgieW%01+dnaeziSpuCot01-96-56 53- thgieHdna,htgne.rtS,ssentiFlacisyhP8- thgieW%8+dnaeziSpuCot8-27-07 03- thgieHdna,htgne.rtS,ssentiFlacisyhP6- thgieW%6+dnaeziSpuCot6-57-37 72- thgieHdna,htgne.rtS,ssentiFlacisyhP5- thgieW%5+dnaeziSpuCot5-87-67 42- thgieHdna,htgne.rtS,ssentiFlacisyhP4- thgieW%4+dnaeziSpuCot4-18-97 12- thgieHdna,htgne.rtS,ssentiFlacisyhP3- thgieW%3+dnaeziSpuCot3-48-28 81- thgieHdna,htgne.rtS,ssentiFlacisyhP2- thgieW%2+dnaeziSpuCot2-78-58 51- thgieHdna,htgne.rtS,ssentiFlacisyhP1- thgieW%1+dnaeziSpuCot1-09-88 21- - -39-19 9- - -69-49 6- - -99-79 3- - -

    201-001 - - -501-301 1+ - -801-601 2+ - -111-901 3+ - -411-211 4+ - -711-511 5+ thgieHdna,htgne.rtS,ssentiFlacisyhP1+ thgieW%1-dna,htgnertS1-,eziSpuCot1+021-811 6+ thgieHdna,htgne.rtS,ssentiFlacisyhP2+ thgieW%2-dna,htgnertS2-,eziSpuCot2+321-121 7+ thgieHdna,htgne.rtS,ssentiFlacisyhP3+ thgieW%3-dna,htgnertS3-,eziSpuCot3+621-421 8+ thgieHdna,htgne.rtS,ssentiFlacisyhP4+ thgieW%4-dna,htgnertS4-,eziSpuCot4+921-721 9+ thgieHdna,htgne.rtS,.ssentiFlacisyhP5+ thgieW%5-dna,htgnertS5-,eziSpuCot5+431-031 01+ thgieHdna,htgne.rtS,ssentiFlacisyhP6+ thgieW%6-dna,htgnertS6-,eziSpuCot6+931-531 11+ thgieHdna,htgne.rtS,ssentiFlacisyhP8+ thgieW%8-dna,htgnertS8-,eziSpuCot8+441-041 31+ thgieHdna,htgne.rtS,ssentiFlacisyhP01+ thgieW%01-dna,htgnertS01-,eziSpuCot01+951-541 51+ thgieHdna,htgne.rtS,ssentiFlacisyhP21+ thgieW%21-dna,htgnertS21-,eziSpuCot21+471-061 02+ thgieHdna,htgne.rtS,ssentiFlacisyhP41+ thgieW%41-dna,htgnertS41-,eziSpuCot41+981-571 52+ thgieHdna,htgne.rtS,ssentiFlacisyhP61+ thgieW%61-dna,htgnertS61-,eziSpuCot61+402-091 03+ thgieHdna,htgne.rtS,ssentiFlacisyhP81+ thgieW%81-dna,htgnertS81-,eziSpuCot81+912-502 53+ thgieHdna,htgne.rtS,ssentiFlacisyhP02+ thgieW%02-dna,htgnertS02-,eziSpuCot02+432-022 04+ thgieHdna,htgne.rtS,ssentiFlacisyhP22+ thgieW%22-dna,htgnertS22-,eziSpuCot22+942-532 54+ thgieHdna,htgne.rtS,ssentiFlacisyhP42+ thgieW%42-dna,htgnertS42-,eziSpuCot42+462-052 05+ thgieHdna,htgne.rtS,ssentiFlacisyhP62+ thgieW%62-dna,htgnertS62-,eziSpuCot62+972-562 55+ thgieHdna,htgne.rtS,ssentiFlacisyhP82+ thgieW%82-dna,htgnertS82-,eziSpuCot82+492-082 06+ thgieHdna,htgne.rtS,ssentiFlacisyhP03+ thgieW%03-dna,htgnertS03-,eziSpuCot03+903-592 56+ thgieHdna,htgne.rtS,ssentiFlacisyhP23+ thgieW%23-dna,htgnertS23-,eziSpuCot23+

    013 07+ thgieHdna,htgne.rtS,ssentiFlacisyhP43+ thgieW%43-dna,htgnertS43-,eziSpuCot43+

  • 16

    htlaeH:euqisyhPerocsytiliba-buS reifidoMllikS .doMstnioPefiL timoV/noitacixotnI seigrellA ytinummIssenllI

    42-1 09- 72- %09+ 7 %093-52 57- 32- %57+ 6 %245-04 06- 91- %06+ 5 %595-55 54- 61- %54+ 4 %0146-06 04- 41- %04+ 3 %5196-56 53- 21- %53+ 3 %0227-07 03- 01- %03+ 2 %5257-37 72- 9- %72+ 2 %0387-67 42- 8- %42+ 2 %5318-97 12- 7- %12+ 2 %0448-28 81- 6- %81+ 2 %5478-58 51- 5- %51+ 1 %0509-88 21- 4- %21+ 1 %5539-19 9- 3- %9+ 1 %0669-49 6- 2- %6+ 1 %5699-79 3- 1- %3+ 1 %07

    201-001 - - - - %57501-301 1+ 1+ %3- - %67801-601 2+ 1+ %6- - %77111-901 3+ 1+ %9- - %87411-211 4+ 1+ %21- - %97711-511 5+ 1+ %51- - %08021-811 6+ 1+ %81- - %18321-121 7+ 2+ %12- - %28621-421 8+ 2+ %52- - %38921-721 9+ 2+ %03- - %48431-031 01+ 2+ %04- - %58931-531 11+ 3+ %05- - %68441-041 31+ 3+ %06- - %78951-541 51+ 3+ %07- - %88471-061 02+ 4+ %08- - %98981-571 52+ 4+ %09- - %09402-091 03+ 5+ %19- - %19912-502 53+ 5+ %29- - %29432-022 04+ 6+ %39- - %39942-532 54+ 6+ %49- - %49462-052 05+ 7+ %59- - %59972-562 55+ 7+ %69- - %69492-082 06+ 8+ %79- - %79903-592 56+ 8+ %89- - %89

    013 07+ 9+ %99- - %99

  • 17

    laicaF:amsirahCerocsytiliba-buS reifidoMllikS noitpircseD

    42-1 09- suortsnoM93-52 57- suoediH45-04 06- demrofeD95-55 54- gnitsugsiD46-06 04- evislupeR96-56 53- ylgU27-07 03- ylemocnU57-37 72- gnillepeR87-67 42- ylthgisnU18-97 12- nepahs-llI48-28 81- gnikool-llI78-58 51- ylemoH09-88 21- nialP39-19 9- nialP69-49 6- nialP99-79 3- nialP

    201-001 - nialP501-301 1+ nialP801-601 2+ nialP111-901 3+ nialP411-211 4+ nialP711-511 5+ evitcarttA021-811 6+ gnitivnI321-121 7+ gnitivnI621-421 8+ gnicitnE921-721 9+ gnikool-dooG431-031 01+ ylemoC931-531 11+ gnirullA441-041 31+ gnitnahcnE951-541 51+ gnitanicsaF471-061 02+ ytuaeBeurT981-571 52+ ssentewsesuaC402-091 03+ ysuolaejseripsnI912-502 53+ tsulseripsnI432-022 04+ eratstsumsregnartS942-532 54+ eratstsumsregnartS462-052 05+ eratstsumsrehtollA972-562 55+ eratstsumsrehtollA492-082 06+ gnineddamylevitisoP903-592 56+ gniweivmorfmsagrO

    013 07+ noitcefreP

  • 18

    lacoV:amsirahCerocsytiliba-buS reifidoMllikS noitpircseD

    42-1 09- yaG93-52 57- kaeW45-04 06- dehcateD95-55 54- yenihW46-06 04- tfoS96-56 53- ypsaR27-07 03- llirhS57-37 72- yhctarcS87-67 42- esraoH18-97 12- enotonoM48-28 81- "mu"ro"hu"syassyawlA78-58 51- "mu"ro"hu"syassyawlA09-88 21- lamroN39-19 9- lamroN69-49 6- lamroN99-79 3- lamroN

    201-001 - lamroN501-301 1+ lamroN801-601 2+ lamroN111-901 3+ lamroN411-211 4+ lamroN711-511 5+ "mu"ro"hu"sdiovA021-811 6+ "mu"ro"hu"sdiovA321-121 7+ ylevitceffegnisuaplacovsesU621-421 8+ cimhtyR921-721 9+ cidoleM431-031 01+ gnortS931-531 11+ gnortS441-041 31+ gnortS951-541 51+ tnedifnoC471-061 02+ tnedifnoC981-571 52+ tnedifnoC402-091 03+ raelC912-502 53+ raelC432-022 04+ raelC942-532 54+ raelC462-052 05+ gnitcejorP972-562 55+ gnitcejorP492-082 06+ gnitcejorP903-592 56+ gnitcejorP

    013 07+ yldlrowrehtO

  • 19

    citeniK:amsirahCerocsytiliba-buS reifidoMllikS noitpircseD

    42-1 09- etarenegeD93-52 57- gnirebmuL45-04 06- hsituoL95-55 54- hguoR46-06 04- tpenI96-56 53- htuocnU27-07 03- lufecargnU57-37 72- esraoC87-67 42- gnilgnuB18-97 12- denifernU48-28 81- tpurbA78-58 51- drawkwA09-88 21- yranidrO39-19 9- yranidrO69-49 6- yranidrO99-79 3- yranidrO

    201-001 - yranidrO501-301 1+ yranidrO801-601 2+ yranidrO111-901 3+ yranidrO411-211 4+ yranidrO711-511 5+ htoomS021-811 6+ gniwolF321-121 7+ gnimoceB621-421 8+ denifeR921-721 9+ dehsiloP431-031 01+ lufecarG931-531 11+ larutaN441-041 31+ larutaN951-541 51+ keelS471-061 02+ keelS981-571 52+ keelS402-091 03+ evauS912-502 53+ evauS432-022 04+ evauS942-532 54+ ekil-taC462-052 05+ ekil-taC972-562 55+ ekil-taC492-082 06+ suorbalG903-592 56+ suorbalG

    013 07+ suorbalG

  • 20

    lacirotehR:amsirahCerocsytiliba-buS reifidoMllikS etaRhceepSegarevA

    42-1 09- 193-52 57- 545-04 06- 0295-55 54- 0446-06 04- 0696-56 53- 0827-07 03- 0957-37 72- )%05(072ro00187-67 42- )%05(062ro01118-97 12- )%05(052ro51148-28 81- )%05(042ro02178-58 51- )%05(032ro52109-88 21- )%05(022ro03139-19 9- )%05(012ro53169-49 6- )%05(002ro04199-79 3- )%05(591ro541

    201-001 - )%05(091ro051501-301 1+ )%05(781ro251801-601 2+ )%05(581ro551111-901 3+ )%05(281ro751411-211 4+ )%05(081ro061711-511 5+ )%05(771ro261021-811 6+ )%05(571ro561321-121 7+ )%05(271ro761621-421 8+ 071921-721 9+ 071431-031 01+ 071931-531 11+ 071441-041 31+ 071951-541 51+ 071471-061 02+ 071981-571 52+ 071402-091 03+ 071912-502 53+ 071432-022 04+ 071942-532 54+ 071462-052 05+ 071972-562 55+ 071492-082 06+ 071903-592 56+ 071

    013 07+ 071

  • 21

    noitanidrooCeyE-dnaH:ytiretxeDerocsytiliba-buS reifidoMllikS noisicerPtnemevoMlacisyhP

    42-1 09- toof193-52 57- sehcni645-04 06- sehcni295-55 54- hcni146-06 04- hcni2/196-56 53- hcni8/327-07 03- hcni4/157-37 72- hcni4/187-67 42- hcni4/118-97 12- hcniht8/148-28 81- hcniht8/178-58 51- hcniht8/109-88 21- hcniht61/139-19 9- hcniht61/169-49 6- hcniht61/199-79 3- hcniht61/1

    201-001 - hcniht61/1501-301 1+ hcni23/1801-601 2+ hcni23/1111-901 3+ hcni23/1411-211 4+ hcni23/1711-511 5+ hcni46/1021-811 6+ hcni46/1321-121 7+ hcni46/1621-421 8+ hcni46/1921-721 9+ hcni001/1431-031 01+ hcni001/1931-531 11+ hcni001/1441-041 31+ hcni001/1951-541 51+ hcni052/1471-061 02+ hcni052/1981-571 52+ hcni052/1402-091 03+ hcni052/1912-502 53+ hcni005/1432-022 04+ hcni005/1942-532 54+ hcni005/1462-052 05+ hcni005/1972-562 55+ hcni000,1/1492-082 06+ hcni000,1/1903-592 56+ hcni000,1/1

    013 07+ hcni000,1/1

  • 22

    ytiligA:ytiretxeDerocsytiliba-buS reifidoMllikS romrA dnuor/skcattAgnilwarB dnatSotsdnoceS

    42-1 09- 09- 4/1 993-52 57- 57- 3/1 845-04 06- 06- 2/1 895-55 54- 54- 1 746-06 04- 04- 1 696-56 53- 53- 2 527-07 03- 03- 2 457-37 72- 72- 2 387-67 42- 42- 2 318-97 12- 12- 2 348-28 81- 81- 2 378-58 51- 51- 2 309-88 21- 21- 2 339-19 9- 9- 2 369-49 6- 6- 2 399-79 3- 3- 2 3

    201-001 - - 2 3501-301 1+ - 2 3801-601 2+ 1+ 2 3111-901 3+ 2+ 2 3411-211 4+ 3+ 2 3711-511 5+ 4+ 2 3021-811 6+ 4+ 2 3321-121 7+ 5+ 2 3621-421 8+ 6+ 2 3921-721 9+ 7+ 2 3431-031 01+ 8+ 2 2931-531 11+ 8+ 2 2441-041 31+ 9+ 3 2951-541 51+ 21+ 3 2471-061 02+ 61+ 3 2981-571 52+ 02+ 3 2402-091 03+ 42+ 4 2912-502 53+ 82+ 4 2432-022 04+ 23+ 4 2942-532 54+ 63+ 4 2462-052 05+ 04+ 5 2972-562 55+ 44+ 5 2492-082 06+ 84+ 5 2903-592 56+ 25+ 5 2

    013 07+ 65+ 6 1

  • 23

    deepSnoitcaeR:ytiretxeDerocsytiliba-buS reifidoMllikS yrevoceRpeelSpeeD

    42-1 09- 793-52 57- 645-04 06- 595-55 54- 446-06 04- 396-56 53- 327-07 03- 357-37 72- 287-67 42- 218-97 12- 248-28 81- 278-58 51- 209-88 21- 239-19 9- 269-49 6- 299-79 3- 2

    201-001 - 2501-301 1+ 2801-601 2+ 2111-901 3+ 2411-211 4+ 2711-511 5+ 2021-811 6+ 2321-121 7+ 2621-421 8+ 2921-721 9+ 2431-031 01+ 1931-531 11+ 1441-041 31+ 1951-541 51+ 1471-061 02+ 0981-571 52+ 0402-091 03+ 0912-502 53+ 0432-022 04+ 0942-532 54+ 0462-052 05+ 0972-562 55+ 0492-082 06+ 0903-592 56+ 0

    013 07+ 0

  • 24

    noitaicnunE:ytiretxeDerocsytiliba-buS reifidoMllikS etaRhceepSmumixaM llepSatsaCotemiT

    42-1 09- 52 ylreporptnahcotelbanU93-52 57- 05 ylreporptnahcotelbanU45-04 06- 06 ylreporptnahcotelbanU95-55 54- 07 %031+46-06 04- 08 %021+96-56 53- 09 %011+27-07 03- 001 %001+57-37 72- 011 %09+87-67 42- 021 %08+18-97 12- 031 %07+48-28 81- 041 %06+78-58 51- 051 %05+09-88 21- 061 %04+39-19 9- 071 %03+69-49 6- 081 %02+99-79 3- 091 %01+

    201-001 - 002 -501-301 1+ 012 %2-801-601 2+ 022 %5-111-901 3+ 032 %7-411-211 4+ 042 %01-711-511 5+ 052 %21-021-811 6+ 062 %51-321-121 7+ 072 %71-621-421 8+ 082 %02-921-721 9+ 092 %22-431-031 01+ 003 %52-931-531 11+ 013 %72-441-041 31+ 023 %03-951-541 51+ 033 %23-471-061 02+ 043 %53-981-571 52+ 053 %73-402-091 03+ 063 %04-912-502 53+ 073 %24-432-022 04+ 083 %54-942-532 54+ 093 %74-462-052 05+ 004 %05-972-562 55+ 524 %25-492-082 06+ 054 %55-903-592 56+ 574 %75-

    013 07+ 005 %06-

  • 25

    egaugnaL:ecnegilletnIerocsytiliba-buS reifidoMllikS denraeL#elbissoP timiLyralubacoV

    42-1 09- 0 AN93-52 57- 0 AN45-04 06- 0 ag-aG95-55 54- 1 moM46-06 04- 1 esroH96-56 53- 1 namoW27-07 03- 1 etaloiV57-37 72- 1 suoicileD87-67 42- 1 ytinasnI18-97 12- 1 gnirevaW48-28 81- 1 noitaraperP78-58 51- 2 noitanibmoC09-88 21- 2 ezirohtuA39-19 9- 2 laitnatsbuS69-49 6- 2 latnemirepxE99-79 3- 2 noisrevnoC

    201-001 - 3 suoenatnatsnI501-301 1+ 3 deyamsidnU801-601 2+ 3 eliugeB111-901 3+ 3 latnednecsnarT411-211 4+ 3 suoicamutnoC711-511 5+ 4 evisrucsiD021-811 6+ 4 citamgidaraP321-121 7+ 4 ssensuoicinreP621-421 8+ 4 noitaborppasiD921-721 9+ 4 ytilaitnatsbusnoC431-031 01+ 5 msinairatnemhsilbatsesiditnA931-531 11+ 5 -441-041 31+ 5 -951-541 51+ 6 -471-061 02+ 7 -981-571 52+ 8 -402-091 03+ 9 -912-502 53+ 01 -432-022 04+ 11 -942-532 54+ 21 -462-052 05+ 31 -972-562 55+ 41 -492-082 06+ 51 -903-592 56+ 61 -

    013 07+ 71 -

  • 26

    htaM:ecnegilletnIerocsytiliba-buS reifidoMllikS htaMelbissoPtsehgiH

    42-1 09- noitiddA93-52 57- noitiddA45-04 06- noitiddA95-55 54- noitcartbuS46-06 04- noitcartbuS96-56 53- noitcartbuS27-07 03- noitacilpitluM57-37 72- noitacilpitluM87-67 42- noitacilpitluM18-97 12- noisiviD48-28 81- noisiviD78-58 51- noisiviD09-88 21- snoitcarF39-19 9- snoitcarF69-49 6- snoitcarF99-79 3- arbeglA

    201-001 - arbeglA501-301 1+ arbeglA801-601 2+ yrtemoeG111-901 3+ yrtemoeG411-211 4+ yrtemoeG711-511 5+ yrtemoeG021-811 6+ yrtemoeG321-121 7+ yrtemoeG621-421 8+ yrtemoeG921-721 9+ yrtemoeG431-031 01+ yrtemoeG931-531 11+ yrtemoeG441-041 31+ yrtemoeG951-541 51+ yrtemoeG471-061 02+ yrtemoeG981-571 52+ yrtemoeG402-091 03+ yrtemoeG912-502 53+ yrtemoeG432-022 04+ yrtemoeG942-532 54+ yrtemoeG462-052 05+ yrtemoeG972-562 55+ yrtemoeG492-082 06+ yrtemoeG903-592 56+ yrtemoeG

    013 07+ yrtemoeG

  • 27

    citylanA:ecnegilletnIerocsytiliba-buS reifidoMllikS

    42-1 09-93-52 57-45-04 06-95-55 54-46-06 04-96-56 53-27-07 03-57-37 72-87-67 42-18-97 12-48-28 81-78-58 51-09-88 21-39-19 9-69-49 6-99-79 3-

    201-001 -501-301 1+801-601 2+111-901 3+411-211 4+711-511 5+021-811 6+321-121 7+621-421 8+921-721 9+431-031 01+931-531 11+441-041 31+951-541 51+471-061 02+981-571 52+402-091 03+912-502 53+432-022 04+942-532 54+462-052 05+972-562 55+492-082 06+903-592 56+

    013 07+

  • 28

    laitapS:ecnegilletnIerocsytiliba-buS reifidoMllikS )seceipfo#(ylbmessAtcejbOrailimafnU

    42-1 09- AN93-52 57- 245-04 06- 395-55 54- 446-06 04- 596-56 53- 627-07 03- 757-37 72- 0187-67 42- 2118-97 12- 5148-28 81- 7178-58 51- 0209-88 21- 0539-19 9- 00169-49 6- 52199-79 3- 051

    201-001 - 002501-301 1+ 052801-601 2+ 053111-901 3+ 005411-211 4+ 057711-511 5+ 0001021-811 6+ 0521321-121 7+ 0051621-421 8+ 0571921-721 9+ 0002431-031 01+ 0052931-531 11+ 0003441-041 31+ 0053951-541 51+ 0004471-061 02+ 0005981-571 52+ 0006402-091 03+ 0007912-502 53+ 0008432-022 04+ 0009942-532 54+ 00001462-052 05+ 00521972-562 55+ 00051492-082 06+ 00571903-592 56+ 00002

    013 07+ 00052

  • 29

    evirD:modsiWerocsytiliba-buS reifidoMllikS reifidoMstnioPefiL gnixaleRsruoH

    42-1 09- 5- 4293-52 57- 4- 3245-04 06- 4- 3295-55 54- 3- 2246-06 04- 3- 2296-56 53- 3- 1227-07 03- 2- 1257-37 72- 2- 0287-67 42- 2- 0218-97 12- 2- 9148-28 81- 2- 9178-58 51- 1- 8109-88 21- 1- 8139-19 9- 1- 7169-49 6- 1- 7199-79 3- 1- 61

    201-001 - - 61501-301 1+ 1+ 51801-601 2+ 1+ 51111-901 3+ 1+ 41411-211 4+ 2+ 41711-511 5+ 2+ 31021-811 6+ 2+ 31321-121 7+ 3+ 21621-421 8+ 3+ 21921-721 9+ 3+ 11431-031 01+ 4+ 11931-531 11+ 5+ 01441-041 31+ 6+ 01951-541 51+ 7+ 9471-061 02+ 9+ 9981-571 52+ 01+ 8402-091 03+ 11+ 8912-502 53+ 21+ 7432-022 04+ 31+ 6942-532 54+ 41+ 5462-052 05+ 51+ 4972-562 55+ 61+ 3492-082 06+ 71+ 2903-592 56+ 81+ 1

    013 07+ 91+ 0

  • 30

    noitiutnI:modsiWerocsytiliba-buS reifidoMllikS

    42-1 09-93-52 57-45-04 06-95-55 54-46-06 04-96-56 53-27-07 03-57-37 72-87-67 42-18-97 12-48-28 81-78-58 51-09-88 21-39-19 9-69-49 6-99-79 3-

    201-001 -501-301 1+801-601 2+111-901 3+411-211 4+711-511 5+021-811 6+321-121 7+621-421 8+921-721 9+431-031 01+931-531 11+441-041 31+951-541 51+471-061 02+981-571 52+402-091 03+912-502 53+432-022 04+942-532 54+462-052 05+972-562 55+492-082 06+903-592 56+

    013 07+

  • 31

    esneSnommoC:modsiWerocsytiliba-buS reifidoMllikS :otylekiL

    42-1 09- dogallikottpmettA:semehcsretaergrofthguacteG93-52 57- dogaoteilottpmettA:semehcsretaergrofthguacteG45-04 06- dogriehtoteilottpmettA:semehcsretaergrofthguacteG95-55 54- dogatcepsersiD:semehcsretaergrofthguacteG46-06 04- doglaromminahtiwtcapaekaM:semehcsrofthguacteG96-56 53- srotpachsikrofosevilehtnetaerht,dnuobelihW:semehcsrofthguacteG27-07 03- srotpachsikroriehttasesruclley,dnuobelihW:semehcsrofthguacteG57-37 72- seissupfohcnubaymragnihcramallaC:semehcsresselrofthguacteG87-67 42- dneirftsebruoyfoesuopsehthtiwpeelS:semehcsresselrofthguacteG18-97 12- retsamriehtmorflaetsot,evalsafI:semehcsresselrofthguacteG48-28 81- aitilimehtmorflaetS:semehcsresselrofthguacteG78-58 51- dekcikssaruoytegnehttub,trilF:semehcsresselrofthguacteG09-88 21- -39-19 9- -69-49 6- -99-79 3- -

    201-001 - -501-301 1+ -801-601 2+ -111-901 3+ -411-211 4+ -711-511 5+ ylimafetaidemmifotsurtehtsahylbaborP021-811 6+ sdneirfesolcfotsurtehtsahylbaborP321-121 7+ ylimafetaidemmi-nonfotsurtehtsahylbaborP621-421 8+ sdneirffotsurtehtsahylbaborP921-721 9+ setaicossafotsurtehtsahylbaborP431-031 01+ sregnartsfotsurtehtsahyllausU931-531 11+ raey1rofelbuortfotrosemosnineebtonsahylbaborP441-041 31+ sraey5rofelbuortfotrosemosnineebtonsahylbaborP951-541 51+ edaced1rofelbuortfotrosemosnineebtonsahylbaborP471-061 02+ efilnisemit3elbuortfotrosemosnineebylnosahylbaborP981-571 52+ efilnisemit2elbuortfotrosemosnineebylnosahylbaborP402-091 03+ efilniecnoelbuortfotrosemosnineebylnosahylbaborP912-502 53+ efilnielbuortfotrosemosnineebrevensahylbaborP432-022 04+ modsiwoteuddnuoraselimmorfretcarahcsihttuokeesotdnetsrehtO942-532 54+ modsiwoteudseirtnuocybraenmorfretcarahcsihttuokeesotdnetsrehtO462-052 05+ modsiwoteuddlrowehtdnuoramorfretcarahcsihttuokeesotdnetsrehtO972-562 55+ modsiwoteudsdlrowrehtomorfretcarahcsihttuokeesotdnetsrehtO492-082 06+ modsiwoteudsenalprehtomorfretcarahcsihttuokeesotdnetsrehtO903-592 56+ modsiwoteudsenalprehtomorfretcarahcsihttuokeesotdnetsrehtO

    013 07+ modsiwoteudsenalprehtomorfretcarahcsihttuokeesotdnetsrehtO

  • 32

    noitcelfeR:modsiWerocsytiliba-buS reifidoMllikS :tayromeMtseilraE

    42-1 09- ogayad193-52 57- ogahtnom145-04 06- ogaraey195-55 54- 8ega46-06 04- 7ega96-56 53- 6ega27-07 03- 5ega57-37 72- 5ega87-67 42- 5ega18-97 12- 5ega48-28 81- 4ega78-58 51- 4ega09-88 21- 4ega39-19 9- 4ega69-49 6- 4ega99-79 3- 3ega

    201-001 - 3ega501-301 1+ 3ega801-601 2+ 3ega111-901 3+ 3ega411-211 4+ 3ega711-511 5+ 3ega021-811 6+ 2ega321-121 7+ 2ega621-421 8+ 2ega921-721 9+ 2ega431-031 01+ 2ega931-531 11+ raey1ega441-041 31+ shtnom11951-541 51+ shtnom01471-061 02+ shtnom9981-571 52+ shtnom8402-091 03+ shtnom7912-502 53+ shtnom6432-022 04+ shtnom5942-532 54+ shtnom4462-052 05+ shtnom3972-562 55+ shtnom2492-082 06+ htnom1903-592 56+ yad1

    013 07+ etunim1

  • 33

    ytilibAllarevOrepsreifidoMllikSerocsytilibA reifidoMllikS

    42-1 09-93-52 57-45-04 06-95-55 54-46-06 04-96-56 53-27-07 03-57-37 72-87-67 42-18-97 12-48-28 81-78-58 51-09-88 21-39-19 9-69-49 6-99-79 3-

    201-001 -501-301 1+801-601 2+111-901 3+411-211 4+711-511 5+021-811 6+321-121 7+621-421 8+921-721 9+431-031 01+931-531 11+441-041 31+951-541 51+471-061 02+981-571 52+402-091 03+912-502 53+432-022 04+942-532 54+462-052 05+972-562 55+492-082 06+903-592 56+

    013 07+

  • 34

    IntelligenceIf a character’s Intelligence (that is their av-

    erage for the sub-abilities of Language, Math, Ana-lytic, and Spatial) is 130 or above, then they are con-sidered a genius. If the overall Intelligence is be-tween 115-129, they may be considered gifted. In-telligences between 86 and 114 are unremarkable.Conversely, an Intelligence of 71-85 is deemed slow.Finally, Intelligence of 70 or below constitutes re-tardation.

    Artwork Here

    Retard StrengthIf a character’s Intelligence is 70 or lower,

    then the character is technically retarded. ManyMM’s will simply tell the player to reroll the score,all abilities, or some may demand that the characteris played despite the low score. If your character isretarded, consult your MM. In any case, any char-acter that is a retard must roll percentile dice to makea check to see if they have Retard Strength. Next,consider three times the difference between thecharacter’s retarded Intelligence and 70 to be thepercentile chance of Retard Strength.

    (71 - retard Intelligence) x 3 = (% chance ofRetard Strength)

    If the character has Retard Strength, thenincrease the character’s Strength sub-ability by 3d10if anakim, 3d8 if bugbear, 2d10 if dwarven or hu-man, 1d10 if elven, 1d12 if kobold, 3d20 if ogre,and 3d12 if troll.

    Artwork Here

  • 35

    Aging EffectsAbilities are not constants throughout a character’s lifespan. Instead, abilities vary as the character

    ages, though some vary more or less, and in different proportions. Different races vary regarding lifespanand years per age category listed below. Racial information may be found in Chapter 2: Gender and Race.Effects are cumulative as they progress away from the norm of young adulthood. For instance, theaverage ability of Reflection for an infant is 10 (100 - 10 - 30 - 50 = 10), while for Old Age it is 125 (100 +20 + 5 = 125).

    ytilibA-buS tnafnI dlihC ytrebuP tludAgnuoY egAelddiM egAdlO elbareneVssentiFlacisyhP 05- 03- 01- - 01- 02- 03-

    htgnertS 03- 04- 02- - 5- 02- 04-…tcarttAylidoB 05- 03- 01- - 01- 03- 05-

    htlaeH 02- 01- 5- - 01- 02- 03-laicaF 04- 02- 01- - 5- 02- 04-lacoV 05- 03- 01- - - 02- 04-

    citeniK 55- 03- 5- - - 02- 04-lacirotehR 54- 03- 51- - 51+ 51- 04-

    .drooCeyE-dnaH 1 06- 02- 01- - 01- 01- 01-ytiligA 06- 02- 01- - 01- 03- 04-

    deepSnoitcaeR 06- 02- 01- - 01- 03- 04-noitaicnunE 05- 03- 01- - - 01- 02-

    egaugnaL 05- 03- 01- - 01+ 01- 02-htaM 03- 04- 02- - 5- 02- 04-

    citylanA 03- 04- 02- - 02+ - 04-laitapS 05- 03- 01- - 01+ 01- 02-

    evirD 04- - - - - - 04-noitiutnI 04- 01- 5- - 01+ 01- 04-

    esneSnommoC 05- 03- 01- - 01+ 01- 04-noitcelfeR 05- 03- 01- - 02+ 5+ 05-

    Persistent ExerciseOnly two sub-abilities, Physical Fitness and Strength, may be increased with Persistent Exercise.

    The other eighteen sub-abilities are unable to be increased by the character’s determination and efforts,though particular skills that depend upon those sub-abilities may be substantially increased (see Chap. 8:Skills). For example, a character’s Facial Charisma is simply that with which they are born. Can theyexperiment with grooming, hairstyles, etc.? Sure, though this does not directly change their Facial Cha-risma, but is more applicable under a skill, such as Disguise, since this is not their natural state. With theexception of Physical Fitness and Strength, sub-abilities are relatively fixed, and may only be altered byaging, magic, or something happening to the character that is debilitating.

    Gains may occur with Physical Fitness and Strength, provided the character devotes at least anhour every other day to appropriate exercise. Appropriate exercise is somewhat of a qualifier, since1. Manual Dexterity and age were correlated in the following study: Adult Norms for the Box and Block Test of ManualDexterity. For more information, see the References section at the end of this book.

  • 36

    proper diets, techniques, and weights are unknownto the races populating this gaming world. For in-stance, it was common to think that more exercisealways yields more benefit, which of course wouldfail to give the muscles time to repair. Therefore,any character desiring to increase their Physical Fit-ness or Strength through Persistent Exercise mustroll a Common Sense check with a TH of 60 tosuccessfully exercise. Otherwise, the adoptedmethod utterly fails to cause noticeable results.

    If successful, and assuming that exercise isnot periodically neglected, the character must makechecks at certain intervals of time to determine im-provement. These checks are made without modi-fiers by rolling percentile dice. If successful, thefollowing roll represents the number of sub-abilitypoints gained:

    lavretnIemiT dlohserhT sniaGshtnom3 2 02d1shtnom6 01 02d1

    raey1 02 21d1sraey2 06 01d1sraey4 08 8d1sraey8 09 6d1

    sraey61 59 4d1

    If a character begins exercising, but does notcontinue to exercise regularly, then gains will be sub-stantially less, if any at all. The MM may assign pen-alties to sub-ability points gained due to inconsis-tency or neglect. Further, if the character exercisesfor some time and then stops exercising altogether,they may lose sub-ability points. If they have con-sistently exercised for one year or less and then stopexercising altogether, they lose d% of their gainsfrom the last year of exercise. The losses will beproportionally distributed over (20 + 1d100) days.If they have exercised for two or more years, theywill lose (|1d100 - 3d20|%) of their gains. Notethat the previous roll utilizes absolute values, whichmeans that even if the resultant number is a nega-tive number, the sign is changed to positive. Finally,the losses will be proportionally distributed over (20+ 2d100) days. In either case, if exercise is aban-doned, in addition to losing previous gains, the char-acter is 90% likely to gain (3d6)% of their weight inbody fat. Roll d% to determine where the fat accu-mulates:

    lloR tluseR02-10 tsiaW04-12 skcottuB06-14 shgihtdnaskcottuB08-16 tsiawdnaskcottuB001-18 detubirtsidylnevE

    Once this occurs, future fat gains will occurin the same location.

    Alternative Method: Rolling AbilitiesThe method described in the beginning of

    the chapter for determining abilities should be thestandard method for several reasons. First, the av-erage sub-ability score rolled should be 100, whichis the norm of all human populations. Additionalmodifiers, such as for gender and race, are appliedin the following chapter. This method [(4d100 / 2)- 1] more accurately reflects nature, and therefore,adds a sense of realism to the game. Exceptionallyhigh and low ability scores still occur with thismethod, though there is an appropriate measure ofcentral tendency, such that the mean, median, andmode should usually be 100.

    Due to this method, however, the resultantsub-ability scores are less likely to allow the charac-ter to meet the prerequisites of magic-using occu-pations, for instance, than warriors. Indeed, someplayers become greatly disheartened when they ob-serve that some occupations are more rare than oth-ers, not necessarily due to differences in appeal, butability. While objectivity should always be sought,this is only a game. If a player expresses significantdiscontent, and should the MM agree, the MM mayconsider another method. Above all, caution is ad-vised, since this may become a slippery slope to otherconcessions.

    Solely at the MM’s discretion, a player maybe permitted to roll 5d100, drop the lowest result,divide the sum by 2, and subtract 1 from the total todetermine a sub-ability. This alternate methodshould produce an average sub-ability of 115. Nomore than four attempts, meaning four sub-abilitiesor retries, may be made with this method. For eachroll with this advantaged method, another roll mustbe made, one that will balance the character; rollpercentile dice and consult Table 5-4: Random Mental

  • 37

    Illness in the end of Chapter 5: Mind. If the roll indi-cates a mental illness that the character already has,then reroll. Hence, no more than four mental ill-

    nesses may be acquired in this way. This optiononly exists at the moment of character creation andat the MM’s discretion.

  • 38

    Chapter 2: Gender and Race

    Gender1 and race are selected by the player for their character; these choices are important. Gen-der and race may affect the rest of character creation, opening some doors of opportunity and closingothers. The different genders and races, while flexible to a certain extent, are also more naturally suited fordifferent occasions. For instance, male anakim are likely to be more successful as gladiators than femalekobolds.

    GenderNow that you have the basic scores for your abilities and sub-abilities, you must decide your

    character’s gender: male or female. Gender is a correlative factor with many things, from abilities, toheight and weight. For example, on average it is obvious that males tend to be physically stronger, taller,and weigh more than females.

    According to a prominent philosopher,2 males tend to be more spirited, savage, simple, and lesscunning. Females, on the other hand, tend to be more compassionate than males, more easily moved totears, at the same time are more jealous, more querulous, and are more apt to scold and to strike. Femalesare, furthermore, more prone to despondency and less hopeful than males, more void of shame and self-respect, more false of speech, and more deceptive. Females are also more wakeful, shrinking, and difficultto rouse to action. The philosopher goes on to note that males are more courageous, and sympathetic inthe way of standing by to help. Even in the case of mollusks, when the cuttle-fish is struck with the tridentthe male stands by to help the female; but when the male is struck the female runs away.

    The philosopher’s observations presented above are generalizations and do not hold true for allcharacters. Certainly, it is possible to find a surpassingly shameless male or a female who is less susceptibleto depression than males, but these instances are the exception to the rule, assuming that the aboveobservations are correct.

    Record your gender on your character sheet, and consult the following table of Gender Modifiersto adjust your Abilities and Temperament:

    1. Though sex usually refers to biological differences and gender usually refers to environmental differences, gender is chosen forthis chapter because sex may be confused with sexual acts.

    2. In Book IX of “Historia Animalium,” Aristotle refers to gender differences and compares animals as well as humans. Hiscomments are deemed relevant to the setting of F.A.T.A.L. due to the prevalence of his opinion throughout the Middle Ages.

  • 39

    sreifidoMredneG 1deifidoMeboT elaM elameF

    SEITILIBAssentiFlacisyhP:euqisyhP 5+ 5-

    htgnertS:euqisyhP 51+ 51-.tcarttAylidoB:euqisyhP 3- 3+

    egaugnaL:ecnegilletnI 2- 2+htaM:ecnegilletnI 3+ 3-

    laitapS:ecnegilletnI 3+ 3-evirDmodsiW 2+ 2-

    noitiutnI:modsiW 5- 5+noitcelfeR:modsiW 4- 4+

    TNEMAREPMETeniugnaS 2- 2+cirelohC 2+ 2-

    According to the adjustments above, it mayseem as though males are superior, though it is im-portant to understand that there are other instances,such as nurturing, that are not apparent in the ad-justments and may become evident and valuableduring role-playing. The function of altering gen-der according to the table above is to shift the aver-ages of the sexes to more closely resemble reality.The shift in range represents masses of charactersbetter than extreme instances. For instance, the high-est measured Intelligence is that of a female, thoughby large numbers females tend to score slightly lowerthan males in Intelligence. In this case, shifting therange lower for females also prevents the possibilityof a female possessing the highest Intelligence. Thisis an unfortunate limitation.

    After noting the gender adjustments on yourcharacter sheet, you may return to Chapter 1: Abili-ties and update your abilities accordingly.

    Most cultures are patriarchal and the preva-lent belief regarding gender is that females are infe-rior to males physically, intellectually, morally, andemotionally. For example, menstruation may be un-derstood as punishment by the gods. Further, thenatural role of women regarding childbirth, and sub-sequently motherhood, has impacted the societalrole of women, such that they are deemed better

    suited to stay at home, cook, clean, and care for theirhusband and children. Prior to marriage, maidensare expected to be chaste, though few fulfill this ex-pectation. Once married, a wife is expected to besubmissive to her husband, who owns her.

    Conversely, in most patriarchal cultures,males are considered superior to females physically,intellectually, morally, and emotionally. For example,since emotions are often understood as the antith-esis of reason, and since females seem more influ-enced by their emotions, males value the ability tosuppress emotions. The role of a husband is towork outside the home and thereby provide for hiswife and children. Within a family structure, thehusband is considered dominant and the final arbi-ter, though some males are passive or soft-spoken.In most patriarchal societies, a husband owns hiswife and children and may sell them into slavery ifnecessary to pay a debt.

    The more that males or femakes violate thecultural norms of their gender, the more disappro-bation, and possibly punishment, they receive.

    Artwork Here

    1. All Gender Modifiers are based upon scholarly literature. Hand-Eye Coordination receives no Gender Modifier. Maleshave faster Movement Times, but finger size is a better predictor than gender. For more information, see studies concerningdexterity in the References section at the end of this book.

  • 40

    RaceNext, carefully select the race of your char-

    acter. Race1, here, may seem an inappropriate termbecause humans and trolls are not merely differentraces, but different species. However, various racesof trolls exist, and so it is the more specific term.Just as in the real world, race is a correlative factorwith many things, from abilities to height and weight.For example, on average it is obvious that humansare physically stronger, taller, and weigh more thankobolds. Characters may select from the followingraces:

    ecaR noitalupoPllarevOtnecrePmikanA %3.0raebuB %51

    kcalB,frawD %3nworB,frawD %4.0etihW,frawD %2

    kraD,flE %2thgiL,flE %2

    namuH %03dloboK %02

    ergO %6ffilC,ergO %2

    hcagaurG,ergO %3resserf-redniK,ergO %3.0

    anragnitybroB,llorT %2lliH,llorT %3

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    Artwork Here

    Just as with gender, races differ substantiallyregarding abilities and many other dimensions. Forinstance, it is possible to find a kobold with moreStrength than a troll, but not very likely.

    Following is a brief description of each race.A character may deviate from the following racialnotes with the MM’s permission, though this mustbe done with caution; characters should comply withthe following descriptions in the majority of casesor observable instances. As a case in point, it isnoted that bugbears tend to have a melancholic tem-perament (see Chap. 5: Mind). A character may, atthe MM’s discretion, role-play a bugbear who is theopposite -- sanguine. However, the further the char-acter deviates from the general nature of the race,the more caution must be observed. If the MMconcurs, a player may choose a race fromGrimoirium Monstrum; this is not recommended.

    If the MM is inexperienced with F.A.T.A.L.,then the game will be easiest if all players role-playhuman characters. Indeed, this is also the best com-bination for inexperienced players. However, evenif the MM is experienced, caution should be heededregarding the mixture of races among the players’characters. Racial diversity is likely to cause gamingproblems, such as threatening group cohesion ifproperly role-played. Therefore, the MM has theright to limit the racial options of players as neces-sary. Under normal gaming circumstances, at leasthalf of the players in the group should be role-play-ing characters of the same race.

    1. The races for players have been selected strictly from European mythology and folklore. Other criteria include that theymust be bipedal, mortal, smaller than giants, and have no special abilities such as invisible gnomes. For more information, seethe References section at the end of this book.

  • 41

    Anakim (sing.), Anakim (pl.)Anakim1 are the offspring of fallen angels

    and mortal women. They are recognizable to oth-ers who often refer to anakim as giants, since theyare much taller than the typical human. Ancientterms for anakim are the annunaki, enim, nephilim,zuzim, and zamzumin. Compared with the human-oid races listed here, anakim are the youngest, sec-ond only to humans. As a guideline, each gaminggroup should have no more than one anakim; thisrace has the potential to unbalance a game, butanakim are not a race so much as a result. It is notevery day that fiends mate human women, so veryfew anakim exist.

    Most anakim are the result of an incubus orsuccubus mating with a human. These anakim aremore commonly called cambion. Oftentimes,cambion children show no signs of life until theyare seven years in age.

    Sub-Ability Modifiers: Strength + 100,Hand-Eye Coordination - 30, Agility - 25, ReactionSpeed - 20, Language + 5, Math + 5, Analytic + 5,Spatial + 5, Drive - 5, Intuition - 10, Common Sense- 20, and Reflection - 10.

    Base Life Points: 27.Physical Description: Anakim average a

    towering 8 feet in height for males, 7 feet for fe-males, and are appropriately heavier than humansas well. Often, they are considered giants. Also,they are likely to live much longer, provided they donot meet a premature death. Because of their fiend-ish heritage, anakim characters must roll 1d10 to de-termine how many traits for which they must rollon the table following the description (roll 1d100):

    Disposition Modifiers: - 25 Ethicality and- 50 Morality.

    Temperament Modifiers: - 25 to Sanguineand - 25 to Melancholic.

    Sociality: The human mother of an anakimdies during childbirth. Anakim do not have theirown society, so they try to live secretly among hu-mans or in isolation. Due to their size, many hu-mans mistake them for giants. Anakim tend not toget along well with others.

    Occupations: It is possible for an anakimto be nearly any occupation, but the most commoninclude: bandit, berserker, gladiator, mercenary, slave,slave-trader, sorceror, and thug.

    Skills: For being an anakim, characters re-ceive Brawling + 5, Intimidation + 10, Mangling +5, Sexual Adeptness + 5, Trickery + 5, a bonusWeapon (Specific), and Wrestling + 10.

    Religion: Anakim may worship any religion,though often they are foreign to notions of wor-ship or venerate fiends. All anakim receive a bonusof 1d20 PP (see Chap. 4: Disposition).

    Language: Anakim usually speak Sapien,and if they have both good Language ability andthe luxury of education, most aspire to learn Un-derworld.

    Names: Anakim often have human names,since their mother names them at birth, or if shedies immediately, those in her culture will name theinfant.

    1. Anakim have been referenced from Gustav Davidson’s A Dictionary of Angels. For more information, see the Referencessection at the end of this book.

    Artwork Here

  • 42

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  • 43

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  • 44

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  • 45

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    Artwork Here

  • 46

    Bugbear (sing.), Bugbears (pl.)Also known as a bugbeare, a bugbear is a

    malevolent humanoid creature resembling a large,hairy beast. Above all, bugbears enjoy devouringnaughty human children; adults contain more gristleand do not taste as well.

    The most renowned characteristic of bug-bears is that they annoy all other races. Bugbearshave annoying behavioral habits, speech patterns,societal customs, etc. Though other bugbears areannoyed, every other race who has contact with abugbear describes the experience to others as an-noying.

    Bugbears prefer melee weapons and mediumarmor. The favorite weapons of bugbears are spikedbludgeoning melee weapons, such as military flailsand morgensterns, and polearms. Bugbear militaryis organized into massed formations, in which sol-diers with polearms rush the opponents first. Bug-bear soldiers of lower rank are the first to fight. Theirfavorite armor includes