Ability Score Bonuses
Back to Your Statistics
High ability scores will give your character certain benefits. To find out about them, consult the chart below for each of your statistics. If you have gained a benefit, write it down on your Character Sheet after the statistic it applies to, or just apply it to your other statistics or percentages as described below. If some of the descriptions don't make sense, just write them down for now, and you'll understand them as you learn more about combat, magic, and other aspects of game play.
Also recall that the greatest benefits of high scores are organic -- that is, your ST should take them into account during all your interactions with the world. For instance, although bonuses for dexterity mostly have to do with additions to your defense score, it must also be understood that you'd very easily take to things such as juggling, sleight-of-hand, massage, etc.
Strength –
20- If you score a damaging hit with an unarmed strike (punch or kick), you have a 10% chance of knocking the opponent out for 1-10 quints. The opponent can prevent this by rolling their Conscious Will roll. Your KO percentage will go up 5% for each additional point of strength.
22- Each level, when you roll for your additional Damage Points (don’t confuse this with your Damage Base, which is the damage you do with a weapon), add an additional point to your d10 roll.
23- As for 22, except take 2 additional points each level.
24- As for 22, but take 3 additional points each level.
25- Add an additional point to your Damage Base, in addition to all other Damage Base bonuses.
26- As for 22, except take 4 additional Damage Points each level.
27- As for 22, except take 5 additional Damage Points each level.
28 – As for 25, except add 2 points to your Damage Base.
29 - As for 25, except add 3 points to your Damage Base. Also take an additional 6 Damage Points each level.
30 - As for 25, except add 4 points to Damage Base. Take 7 additional Damage Points each level.
*****Agility –
20-
Add 6% to your Climbing percentage, and 6% per each additional point of agility. (96% max.)21- Gain an additional 6% when you are rolling your defense against missile attacks (arrows, ballistae, lightning bolts, etc.)
22- Add one point to your Reaction roll.
23- Take half damage from falls (if combined with Fall special skill, this will reduce your falling damage to 25% of normal).
24- Walk on narrow beam or tightrope at 40% per 10 ft. Increase your percentage by 10% for each additional point of agility.
25- Take another +6% on your defense against missiles. (as for 21)
26- Add +6% to your normal defense.
27- Take an additional +6% on your defense against missiles.
28- Add 12% to your Stealth.
29 - Add +6% to your normal defense.
30 - Add +6% to your normal defense. (96% max.)
*****Dexterity –
22-
+18% extra to Riding Ability.23- 2 attacks per quint.
24- Ambidextrous.
25- Take an additional 3% bonus to your normal Defense roll. (96% max.)
26- Take an additional 3%.
27- Take an additional 3%.
28- Take an additional 3%.
29 - Take an additional 3%.
30 - Take an additional 3%.
*****Willpower—
20-
Able to resist uncomfortable temperatures with apparent ease. Will not prevent actual damage or make character able to resist extreme temperatures.21- A high level of patience allows the character to wait for prolonged periods of time, sit quietly without becoming bored, etc.
23- Meditate as per the Special Skill
24- Resist Pain. This prevents a character from having to take a pass action if it is indicated on the grievous injuries table.
26- Fight to –10 Damage Points, as Special Skill of same name.
27- Immune to magical fear, take an additional 3% added to both your conscious and inactive will.
28- Immune to spells that enchant, cause magical sleep, or utilize glamour. Add another 3% to your conscious and inactive will.
29 - Add 6% to your conscious and inactive will. (Max. 96%/48%)
30 - Add 6% to your conscious and inactive will. Can fight to -20 Damage Points. (Since you are dead at -10, you will collapse, dead, as soon as you stop fighting, if even for the space of a quint.)
*****Magical Perception—
If you are an Invocative magic practitioner, your % chance of success for a spell (Base %) will be modified. For every 2 points your Magical Perception score is above 16, add +1% chance to the percentage for all your Invocative spells. At 25 % add +2% chance for all Invocative spells, with an additional +2% for each additional point of Magical Perception.
20-
The character is able to feel the presence of a magical item or feel a spell being cast if within 5’. Add 5' per additional point of magical perception.22- The character, if a magician, can double the duration of one of their spells once per day.
23- The character can, if a magician, double both the duration and effects of one spell once per day.
24- The character can, if a magician, Save a spell. This means that they can cast a spell almost all the way, so that it resides just at the edge of their thoughts. At any time afterwards, they can cast the spell almost instantly (still must roll for reaction). To have the spell saved again, it must be once again cast and saved. This is a bonus mainly to Substance practitioners, and does not work for any ritualistic spells that require a ritual setting.
25- The character can identify the type of magic they feel, telling what Discipline it is of. If the spell cast is one they possess, they can identify the spell’s name. Add 2% to your chance to dispel (see Dispelling Magic. This does not add to the percentage for the Disperse spell). Add an additional 2% per additional point of Magical Perception.
26- The magician can double a spell twice per day and gains one-half casting time on all of their spells. (This will not affect Invocative practitioners, who can only cast one spell per quint at the most.)
27- No reagents are necessary for Substance Spells. The magician can Triple a spell (in duration and effect) once per day.
28 - The magician can triple a spell (in duration and effect) twice per day.
29 - The magician can triple a spell three times per day.
30- No preparation time is necessary for casting Substance spells.
*****Perception—
Note that Perception is an important score -- your ST will describe your environment to you based on your perception, and will add or omit important details depending on your score.
20-
Natural Tracking ability, as per Huntsman/Huntswoman skill. If you already have that skill, add 12% to your percentage.23- The character will have night vision equal to that of a cat.
27- The character’s senses are as sharp as someone using Golden Sun – they can smell like a hunting dog, see like a hawk, taste the merest whisper of flavour, and hear whispers behind a closed door.
29 - Distant Sensing – This means that the character can focus on anything up to 100’ away and ‘zoom in’ to see details, hear conversation, etc. The character must enter a quiet, meditative state and do nothing else in order to use this ability.
30- Psychometry, as per the Divination spell.
*****Attractiveness—
Here is a description of the average person’s reaction to a person of certain attractiveness levels. A woman, by applying cosmetics, can usually raise her score by one point. If she has them professionally done, she can raise her score by two points. Of course, illusion magic is also sometimes used to raise this score.
12 and under—Because of a healthy environment and the dominant cultures, most people are more attractive than this. A person at this level or below might gain some looks because of their unattractive appearance. The reaction will be stronger, of course, the lower the score.
13-14- This person will be largely unnoticed in regards to their looks.
15-16- This is considered an average look. In no way unpleasant, but you won’t get much by using your looks, either.
17-18- Cute or pretty. You are good looking enough to get a reaction with people of lesser Attractiveness. Pleasant looking.
19-20- This score holds a decent level of beauty. You can use your looks to some effect, and it’s easier for you to make friends and get your way.
21-22- You are considered beautiful or very, very handsome.
23-24- Your look is striking. Heads turn when you walk by, and some people get jealous for no apparent reason. Some people will stare at you. You may encounter mild harassment in the form of people asking you repeatedly for dates or otherwise trying to gain your attention.
25-28- You are considered gorgeous. You usually encounter instant good/bad reactions from people before they know anything else about you. Many people will be quite uncomfortable in your presence. Harassment, as noted under 23-24, is rather common.
29-30- Your level of male or female beauty is nothing less than exquisite. You get blatant stares and instant good/bad reactions. Encounters, depending on your look, are either extremely frequent or nearly non-existent. Most people will not be able to meet your eyes.
It should be remembered that there are different sorts of looks. A type of look can be of any score, but will create different sorts of reactions. Some look types are Prettiness/Handsomeness, Male/Female Beauty, Sex Appeal/Rakishness, Cuteness, Brutal Beauty/Rugged Handsomeness, etc.
For instance, a man who possesses an AT of 24 and has a look that tends toward Rakishness will be approached quite often by women with passionate intentions, while a man with an AT of 24 whose look tends toward Male Beauty will be more likely to be approached by well-to-do or romantically-minded women.
*****Vitality—
This score will modify the number of Damage Points you get each time you go up a level. It will also determine your resistance to poison.
1-2 –1 D.P.
3-4 No modification
5-6 +1 D.P.
7-8 +2 D.P.
9-10 +3 D.P.
Poison Resistance – If a character is poisoned, you should consult their Vitality.
A Vitality of 1 gives you no poison resistance.
A Vitality of 2 gives you a 10% chance of taking only half damage from Damaging poisons.
3 gives you a 20% chance, and on upwards.
At 7, you have a 60% chance of taking half damage, but you also get a new bonus – a 6% chance of resisting a poison completely.
At 8, this is a 70%/7% breakdown,
And at 10 you’ll have a 90% chance of taking half damage and a 9% chance of taking no damage.
Once you're finished here, you're ready to roll your Born Talents.