Skills represent a character’s knowledge and training and their ability to influence the world in a quantitative way. A character’s depth of experience and prowess in any particular skill is measured in a value we call a RANK. The more RANK a character has in a skill the better they are. Ranks are the "level" of a skill. It is a numerical measure of someone's competency, experience and prowess in a particular skill.
Skills are organized into pools of similar skills based either on the attribute that the skills primarily rely on (Strength, dexterity, agility, intelligence, aura, etc.) or some thematic principle (all Divine related skills). Skills add to the pools based on their RANK, and then these pools – called LEVEL FACTORS (LVF)- are added to the chance a character has to succeed at an action using that skill.
A character’s success in executing an action is based on a percentile roll (1-100) to simulate environmental factors and an element of randomness. The target number the character needs to reach to succeed at an action and to tell the players and GM how successful or unsuccessful it was- is generated by the algorithm described in the Skill roll section below.
YOU all have RANK in skills. This number represents how good you are in the skill. RANK is usually expressed as a number between 1 and 30 with one digit after the decimal point.
Skill Rank SPD ACT DAM XTR Skill Rank SPD ACT DAM XTR
1 -1 -1 -1 -20% 11 4.5 4.5 5 0
2 -.5 -.5 0 -10% 12 5 5 5 0
3 .5 .5 1 0 13 5.5 5.5 6 10%
4 1 1 1 0 14 6 6 6 20%
5 1.5 1.5 2 0 15 6.5 6.5 7 30%
6 2 2 2 0 16 7 7 7 40%
7 2.5 2.5 3 0 17 7.5 7.5 8 50%
8 3 3 3 0 18 8 8 8 60%
9 3.5 3.5 4 0 19 8.5 8.5 9 70%
10 4 4 4 0 20 9 9 9 80%
NOTE: Damage is always rounded up to the integer.
YOU have Level Factors(LVF). Level Factor is a derived number that represents the bonus you get for skills being related and in the same area. This is a pool that gets added to by all your skills in the same area and that gets added to your success chance at doing the skill. In other words, the more fighting skills the better you are at fighting over all. Every skill contributes to its level factor based on its RNK. LVF contributes directly as an addition to all the skills in its domain.
CHANGE FROM v8: LVF cannot contribute more than the BSC of a skill. For example- if a character has a 15 in all appropriate attributes and has a 50 INF. If they try to count something that is a standard difficulty (counting to 100) thus +0 difficulty, but have RANK 0 in counting (thus half the statbase) but are familiar with counting (thus no unfamiliarity penalties). Their Base chance will be (15*3)/2= 23. So their BSC is 23. Their INF can only contribute 23 to that skill. So their BSC + LVF contribution = 46% chance.
Skill Rank For That Rank Total Contrib Skill Rank For That Rank Total Contrib
1 0 0 11 1 5
2 0 0 12 1 6
3 .5 .5 13 1 7
4 .5 1 14 1 8
5 .5 1.5 15 1 9
6 .5 2 16 1 10
7 .5 2.5 17 1 11
8 .5 3 18 1 12
9 .5 3.5 19 1 13
10 .5 4 20 1 14
CHANGE FROM v8: LVF Contribution per RANK is reduced, almost in half.
Level Factor Acronym Description Default Statistic
Personal Combat Factor PCF For combat and strength–based skills Strength
Missile Combat Factor MCF For missile weapons and ranged perception Dexterity
Sorcery/Social Control Factor SCF For spells and social interactions, leadership, persuasion Aura
Agility Factor AGF For movement-based skills, flexibility, and bodily prowess Agility
Dexterity Factor DXF For disabling traps, juggling, sleight of hand, picking pockets, jewel crafting Dexterity
Intelligence Factor INF For languages, lore, reading, memory Intelligence
Ki Factor KIF Internal awareness, perception, meditation, focus Drive
Skill Factor SKF Crafts, Trades, Tracking, Orientation, Vocational Skills Discernment
Creativity Factor CTF Design, Arts: Creative Writing, Singing, Music..., Interpersonal Awareness Discernment
Divinity Factor* DVF Being in touch with the Divine, Miracles, Gifts, Communing with Higher Powers NONE (no stat basis)
Technology Factor** TCF For using, understanding, designing, building and fixing technology devices Intelligence
Vehicle Factor VHF For driving, manipulating, and interacting with powered vehicles*** Dexterity
* only in campaigns where Divinity plays a part
** only in campaigns where sufficiently advanced technology is present
*** this applies to vehicles that require direct human input (cars, motorcycles, boats, small ships, small planes- NOT starships or aircraft carriers)
There are three tertiary statistics related to LVF- Total Level Factor (TLF), Physical Level Factor (PLF), and Mental Level Factor (MLF)
MLF = (scf+kif+inf+skf+ctf+dvf*2+tcf)/10
PLF = (pcf+mcf+agf+dxf+vhf+kif)/10
TLF = MLF + PLF
CHANGE FROM v8: Slight formula changes, not significant.
This is the statistical (STAT) base for the skill.
It can be one stat or the average of two stats or the average of three stats. If you don't know the stat that is appropriate for the particular type of skill use the default for the appropriate level factor(LVF).
CHANGE FROM v8: There is now a STAT BASE
All skills will have a difficulty factor(DIFF) which is a straight minus to your chance based on the difficulty of the action. In combat this is most often represented by the defense value of your opponent. If the GM doesn't mention one you can assume it is 0. In combat you should assume your opponent has a defense, either physical (DEF) or mental (MDF) depending on the type of attack.
Action have difficulty as well. A rough guide is described in the table below:
Difficulty Modifier Description
Simple +80 Striking an unmoving, un-defending target
Easy +50 Saying simple words in a language, counting something (up to ten)
Basic +25 Tying a simple knot, riding a horse at a walk, counting something (11-20)
Standard +0 Tracking humans in the woods
Challenging -25 Getting on a horse, tracking an animal in the woods, hitting a moving target
Hard -50 Swinging a weapon while riding
Difficult -80 Hitting someone in a precise location (eye)
Some actions are contests of skill – in that case the Success Levels or the degree to which each person exceeding their target is compared, with the highest winning.
Some actions are modified by the contester’s skill: a strike in melee is modified downwards by the opponent’s defense (DEF) attribute if they are defending. Likewise, a spell caster’s spell is modified downward by the opponent’s magical defense (MDF) if the defender is defending themselves. Also a Disarm skill roll is modified downwards by the opponent’s RANK*2 in the weapon being disarmed.
There are all sorts of possible modifiers from your environment, with tools/weapons you can also add any magical, material, or familiarity bonus you might have. If you don't know of any assume you don't have any. :-)
Change from v8: With the addition of stat bases there is no longer a THB
OPTIONAL RULE: Only do this if it doesn't take you an hour to calculate in mid-run with everyone watching (HINT- If it does don’t do it)
You can add two (2) closely related skills at +1% per RNK. These are called “secondary skills”.
SECMODS = (SEC1) +(SEC2)
CHANGE FROM v8: Secondary effects cut in half
CHANGE FROM v8: We have eliminated tertiary skills
In the most basic implementation your chance to do something is:
BSC = SB*3 + RNK*5
CHANGE FROM v8: Stat base is added and RANK now only contributes 5% per RANK as opposed to 10.
In the most basic implementation your chance to do something is:
FSC = BSC + LVF - DIFF + MODS + SECMODS
Sometimes your character sheet gives you the success chance- PERCEPTION, MAP, SAVES and then you just use that number as your final success chance.
You roll percentile dice and then compare your roll versus your target. Your target is your base success chance (BSC). This difference generates your success level. (see below)
This is mostly what I want to know. These are levels of success. In the following chart I give the level, how to determine it, and what the effect is.
SL How You Determine It What It Means
-n n =-((ROLL - [SC+40])/10)-1 Critical Miss –“n” ROLL: critical effect - [SL*20]
-1 ROLL > SC+40 Critical Miss -1 ROLL: critical effect - [SL*20]
+0 ROLL > SC Normal Failure (Miss)
+1 ROLL < SC Grazing Success (Half Damage)
+2 ROLL < SC/2 Normal Success (Full Damage
+3 ROLL < SC/4 Critical Success (1.5 *Damage)
+n n=((SC/4 - ROLL)/10) +2 Critical Success “n” (SL/2 * DAM)
This is not as complicated as it looks. Basically if you roll higher than your chance you fail, lower you succeed.
When you tell the GM what happened they will sometimes want to know the raw difference.
On the success side
Roll under half you get full damage, roll under a quarter and you get a Success Level 3. Every ten thereafter is another success level.
On the failure side
If you miss by 40 you go to success level -1. Every ten points above that is another negative success level.
Contest of Skills
To engage in a contest of skills you compare success levels. Higher one has the effect they desired at the SL that remains after the losing character’s SL is subtracted from theirs.
Math Hater’s NOTE:
For those that hate math- write down your SLs for critical skills in a range from -2 to +3 so you can just look at the chart rather than calculate it each time.
Combat time passes in 1/5 second counts. As events happen, and character’s perceive that they react to things and then act once they react.
Sorceries usually take 10 counts. A long sword swing also takes 10 counts.
There are two pools players can use to manage initiative and speed of actions:
Initiative points(INIT) and Action Points (ACT). INIT is used to speed up how fast a character REACTS. ACT is sued to determine how fast they can take an action.
Initiative points are points used to speed up how fast a character REACTS to stimuli. Speed (Physical or mental depending on the skill about to be used), LVF speed, and RANK all go to creating your INIT modifier.
Your initiative roll adds randomness by setting your reaction time base by rolling 2 six-sided dice and adding them together.
The (RANK-2)/2 of the skill being used is added to your INIT MOD and your action points.
CHANGE FROM v8: The RANK modifiers for SPEED are cut in half.
PSM is the natural reaction time modifier for the character. It varies by race but for most characters, and humans, it is -5. Aptitudes like Lighting Reflexes (formerly Combat Reflexes) can buy off the PSM and some races have inherently faster reflexes (Elves only have a -3 PSM)
This is your Speed. Use you Physical Speed (PSPD) for physical actions and Mental Speed (MSPD) for mental actions.
Physical Speed Formula:
SPD = ((DSC + AGL)-20)/2 + PSM + PLF/3 + TLF/20
Mental Speed Formula:
SPD = ((DSC + INT)-20)/2 + PSM + MLF/3 + TLF/20
CHANGE FROM V8: We fixed an error in the Mental Speed Formula in Rev8 that had AGL instead of INT.
LVF/10 is also subtracted. NOTE: on some your character sheets you have incorporated your SPD into your LVF SPD already (if you have a SPD next to your LVF on the sheet you have already included the above SPD stat)
Secondary skills can impact initiative by adding half the speed bonuses for the two secondaries to the speed of the primary skill.
SECMODS = ((SECRNK1-2)/4)+((SECRANK2-2)/4)
CHANGE FROM V8: These are cut in half.
Being wounded, exhausted, reacting, surprised, etc. can all influence you. I will let you know. Note - some mods apply to reaction or action but the GM will let you know about these exceptions.
INIT MOD = SPD/2 + MODS + (LVF/10) + (RNK-2)/2 + SECMODS
INIT = 2d6 - INIT MOD
When you hit your INIT in counts you can declare an action. If you hit a negative number on your INIT those negative INIT are translated 1:1 into more ACT points
ACT = SPD/2 + LVF/10 + ((RANK-2)/2) + (any negative INIT)
10 AP (8 AP if you have to round up because it is an odd number) cuts WSD in half.
Another 20 AP (16 AP if you have to round up because it is an odd number) cuts it in half again.
After that every point drop is 20 more AP until you hit one count.
Doing two actions in one count is 40 more AP points
If you have LEFT OVER AP you can buy 2% to SC, or 1/2 point of DAM, or one count of passive action for every AP (not to exceed base damage or base SC).
You can buy AP at the inflationary price of: 10% of SC or 2 points of DAM, 1 point of negative initiative
The first row is the base action speed (or Weapon Speed [WSD] for weapons), and the second column is the Action Point cost to achieve the faster speed. This table includes a 14 count action (2-handed-long sword), a 10 count action (1H Katana/Long Sword/Sorcery), a 7 count action (Short Sword), and a 4 count action (Fist)
Action Speed AP Cost Action Speed AP Cost Action Speed AP Cost Action Speed AP Cost
14 0 10 0 7 0 4 0
13 1 9 2 6 3 3 5
12 2 8 4 5 6 2 10
11 5 7 6 4 8 1 30
10 6 6 8 3 18 ½ 70
9 7 5 10 2 28
8 8 4 18 1 48
7 10 3 26 ½ 88
6 15 2 46
5 20 1 66
4 26 ½ 106
3 46
2 66
1 86
½ 126
The sequence of how Damage is resolved is thus:
Damage is calculated based on the DAM roll plus modifiers (NOT COUNTING SL effects yet). The type of damage must also be revealed/declared at this point (some weapons can Slash and Pierce). This is the Base Damage (BD).
Base Damage includes the Dice roll, weapons damage modifier, any material bonuses, any magical bonuses, any RANK-based bonuses from the skill in the Primary attack from, and RANK-based bonuses from any Secondary skills used with the Primary attack. Tertiary and General skills do not add DAMAGE
Knockback is determined by the base damage, and applied after all damage has been apportioned. Knockback is doubled for head shots and lower leg shots.
A hit location is determined if not already set by the GM or by it being a called-shot
Special Reductions: Any WARDS or Damage Resistance that reduce damage at that location are applied to the BD. The Adjusted BD (ABD) is the (BD- SpecialReductions). If ABD falls under zero go to Step 9. ABD refers to the current running damage in this process.
Any Armor at that location is subtracted from the ABD. This damage is negated by the armor. If the ABD falls under zero go to Step 9.
NOTE: In the advanced rules Damage Points would be assigned to the Armor at this point. AN piece of Armor’s Damage Points (DP) is A#*(Damage Points). Damage that strikes the armor but doesn't go through does 1/2 a hit of damage to armor. Damage that goes through does 2 hits of damage to armor
ABD of value equal to the Armor rating at that location is converted to soft damage (equivalent of Crushing). Soft damage is absorbed by PAB (or MAB if this is mental damage) at rate of four points of ABD absorbed for each point of PAB (or MAB). If the ABD falls under zero go to Step 9.
NOTE: Every 10 points of absorption by PAB/MAB generates one point of HTK/POW damage. For example, if PAB absorbs 20 points of damage from a club the player will take 20/10 = 2 points of Hits-To-Kill (HTK) damage.
SL effects are now applied- 0.5*ABD for every SL.
So for example and SL 3 strike is 1.5*ABD. If the remaining ABD is 10 then the new ABD is 15.
Any ABD that passes this far is then applied to PAB (or MAB) based on the ratio for the Damage type. See Table B1: PAB/MAB Absorption and Knockback by Damage Type. If the ABD falls under zero go to Step 9.
Any ABD remaining is applied as damage to the player’s HTK or Power (POW).
If a Player takes more than a quarter of their HTK or POW they must make a System Shock save. If they have taken half their HTK they are at SL -1 on the save, ¾ they are -2, if they have taken 100% of their HTK they are at a -3 on the save, etc.
If a part of the PC’s body takes more than half the HTK associated with the area being hit they must make a Health save to avoid minor or major crippling effects based on the damage type
Any side effect (system shock, health, knockback) is resolved
Opponent does 20 point of crushing. It is a SL 6 strike! Yikes! BD=20
Damage is to the chest
No special reductions apply
Chest armor (8 pts) reduces damage to 12 pts. ABD = 12, ARMOR= 8 CR
Chest armor reduces 8 of the 12 remaining pts to soft damage ABD=8 (soft), 4 (hard)
2 points of the defender’s 3 PAB are applied to absorb the 8 soft damage. This leaves our defender with 1 points of PAB Original PAB=3, Remaining PAB=1, ABD=4
Crit effect applied. SL 6 = Triple damage -> 4*3=12 points of damage ABD=12
Remaining PAB of 1 (PAB is double against crushing) reduces that to 12-2=10 ABD:10
10 Hits To Kill of Crushing DAM is taken to the chest. FINAL DAM: 10 (technically 10.2 because 1/10th of PAB used becomes real damage)
Knockback is calculated using all 20 of the original points modified by the hit location
Character’s absorption bonuses are the amount of damage the character can absorb/roll with/avoid due to their raw prowess. If they are unaware their bonus is cut in a quarter. If they are reacting or undefending their bonus is cut in half. It comes in two flavors: Physical Absorption Bonus (PAB) related to all physical damage effects that impact HTK; and Mental Absorption Bonus (MAB) related to all mental effects that impact POW.
Physical Absorption (PAB) is used against SL, CH, CR, PR, RP, PJ, and XP
Mental Absorption (MAB) is used against NG and non-determined spell effects that act like damage
Damage Type Short Form Absorption Knockback
Slicing SL 1 SL DAM = 2 PAB (1/2 effective) 15 points = ½ foot
Chopping CH 1 CH DAM = 1 PAB 10 points = ½ foot
Piercing PR 1 PR DAM = 4 PAB (1/4 effective) 20 points = ½ foot
Crushing CR 2 CR DAM = 1 PAB 05 points = ½ foot
Ripping RP 1 RP DAM = 1 PAB 10 points = ½ foot
Energy NG 1 NG DAM = 1 MAB 20 points = ½ foot
Projectile PJ 1 PJ DAM = 8 PAB 10 points = ½ foot
Explosion XP 1 XP DAM = 4 PAB 02 points = ½ foot
CHANGE FROM v8: We made minor adjustments to the PAB/MAB absorptions to match new damage ranges
A# Armor Description Type SL CH PR CR RP NG PJ XP AGL MOD DEF MOD MVMMOD
1 Light Cloth (Padded) Light 1 0 0 0 0 1 0 0 0 0 -1
2 Light Leather(Padded) Light 2 1 0 1 1 3 0 0 -1 -1 -1
3 Heavy Cloth Light 3 1 2 1 2 2 1 1 -1 -5 -1
4 Heavy Studded Cloth Light 4 2 2 1 3 3 2 2 -2 -5 -2
5 Heavy Leather Light 5 3 3 3 3 4 2 2 -2 -10 -1
6 Heavy Studded Leather Light 6 4 3 3 4 5 3 3 -3 -10 -2
7 Quilted Light 6 5 3 5 4 4 3 3 -6 -10 -2
8 Ring on Heavy Leather Heavy 7 5 4 4 4 5 3 3 -4 -10 -2
9 Scale on Heavy Leather Heavy 7 5 5 5 5 7 4 4 -5 -15 -3
10 Splint Heavy 7 3 6 5 4 4 4 4 -4 -5 -3
11 Light Chain Heavy 8 4 2 1 4 4 3 3 -2 -10 -2
12 Heavy Chain Heavy 10 6 4 3 6 6 3 3 -4 -15 -2
13 Light Plate Structured 10 4 6 3 9 6 6 6 -6 -25 -3
14 Heavy Plate Structured 12 6 8 5 11 8 8 8 -8 -30 -4
The absorption value of the armor eliminates that many points of damage of that type of damage AND
turns an equal amount of that damage into soft (concussive) damage that PAB can absorb at 4 to one.
The Agility, Defense, and MVM mods assume an entire suit of armor made of that material. The Structured armor assume it is part of a suit of formed and jointed armor. If it is not those values are doubled.
Well-crafted armor can increase these values up to +3 or up to double the base value (the value on the table) whichever is LESS!
Magic Mods can increase these values up to +5 or up to double the base value whichever is less.
Armor Wearing skills come in three types: Light, Heavy, and Structured. They take RNK/5 off of AGL modifiers, RANK/2 off of DEF modifiers, and RANK/10 off of movement modifiers
You can wear two types of armor so long as they are not of the same type and all the penalties stack. You can only apply one form of armor wearing skill to the mods. For example, if you are wearing Heavy Chain under Structured Heavy Plate you can only apply either structured armor wearing or heavy armor wearing.
CHANGE FROM v8: Slight reduction in MVM penalties for armor and added stacking rules. Also made the penalty modifiers for the Armor Wearing skill a little lower.
Armor Items Position # (Hit Location) Damage Points Weight Modifier Knockback Mod
Cap 1 2 0.1 -25%
Great Helm 1-6 5 0.5 -25%
Coif 1-4 4 0.3 -25%
Half Helm 1-3 3 0.3 -25%
Camail 4 2 0.1 -25%
Nasel 6 2 0 -25%
Cheekplates 5 2 0.1 -25%
Byrnie 11-39, 54-81 3 1.2 -10% for upper
Habergon 11-39, 54-94 4 2.5 -10% for upper
Haulberk 11-47, 54-94 5 3.0 -10% for upper
Boots 99-00 3 0.4 -25%
Gauntlets 52-53 2 0.2 -25%
Leggings 85-98 3 1.1 -10%
Armings 40-51 3 0.6 -10%
Encumbrance of armor is determined by the formula ENC = A#* WGT MOD of item. Position # refers to the hit location chart. It will let you know what body parts/hit locations are protected by the armor. The names of the various pieces of armor are based on common European names for armor covering those hit locations.
System shock saving throws are made, as the name implies, whenever a great shock occurs to the character. Shock is usually from damage to the body or mind. The severity of a shock is determined by the Success Level of the System Shock roll.
The percentage of the character's HTK (if it is a physical shock) or POW (if it is a mental shock) that the character has taken influences the System Shock roll. For every 25% of the character's HTK or POW they have taken they are at -1 Success Level to their role. If a character reaches these percentages through a successive series of hits, or after a single large hit, then rolls must be made once one of the above breakpoints is passed (every 25% of HTK or POW.)
If system shock rolls are being made over time they can be influenced by activity:
Heavy Exertion (fighting, running, mage duel): -1 Success Levels
Light Exertion (walking, riding, solving puzzle):+0 Success Levels
Resting: +2 Success Levels
{GM Note: System state effects DO effect your save!!!! i.e. if you are taking minuses for being exhausted or wounded that does come off your system shock save!}
Success Level (SL) State Action Mods Initiative and Damage Mods Duration
1 NO EFFECT None. None. Not Applicable.
0 DAZED -15 to all actions +4 to init, -2 WDB 40 - DRV counts
-1 STUNNED -30 to all actions +8 to init, -4 WDB 80 - DRV*2 counts
-2 2X STUNNED -60 to all actions +16 to init, -8 WDB 160 -DRV*4 counts
-3 UNCONSCIOUS no action possible no initiative d00 minutes
-4 COMATOSE no action possible no initiative d00 hours- healer required or permanent damage
-5 DEAD no action possible no initiative Soul leaves in (CON + DRV)/5 +d4 minute after which it is permanent
{GM Note: Once you leave one state you drop to the next state and your duration in that state is the duration you had for your initial state!}
If a character who is dead receives sufficient healing to put him past a break point (a 25% unit of their POW or HTK) or receives an extreme shock (CPR or Electrical Shock Pads) can roll their system shock again. Remember that they take the minus 60 from double stunned, AND their wounded and exhaustion mods! This must happen before the soul leaves the body.
The skill that accompanies the system shock saving throw is:
Resilience. It is a KIF skill. It directly modifies the System Shock Save at 5% per RNK.
Formula
SYS = kif+(con+drv)*2 +(TLF*2)+ TRUNC(Resilience,0)*5
CHANGE FROM v8: Reduced KIF contribution by half and doubled the CON, DRV, and TLF contribution. This gives lower level characters better SYS and let’s higher level characters improve though with a flatter curve than in v8
Agility saving throws are made whenever the character's balance or flexibility is in question. To keep from falling, to attempt to reduce falling damage, to squeeze through a narrow opening, to stay on a falling or bucking horse, etc.
There are three skills that accompany the agility saving throw. All of these skills are AGF skills:
Balance is the skill of maintaining one's balance against external forces, such as gravity, or a push, or a grapple. It directly modifies the AGILITY SAVE.
Narrow walking is the skill of moving along stable but narrow surfaces such as a catwalk.
Stability is the skill of moving along uneven and unstable terrain such as a sand dune or a steep, rocky slope.
Formula
AGL SAVE = (agl*4)+IF(PLF>agf,PLF,agf)+ TRUNC(Balance,0)*3 +TRUNC(NarrowWalk,0) +TRUNC(Stability,0)
CHANGE FROM v8: Reduced AGF contribution by half and doubled the impact of AGL. This gives lower level characters better AGL and lets higher level characters improve, though with a flatter curve than in v8.
Dexterity saving throws are made whenever the character has to grab, catch, or throw anything. Anything that involves hand-eye coordination, fine detail work, or careful footing dictates a dexterity save.
There are three skills associated with the dexterity saving throw. All three of these skills are DXF.
Throw is the skill of tossing or hurling objects. This is not throwing to do damage (at least not by the force of the throw).
Catch is used to catch falling or flying objects within reach of the character. It does not guarantee that the character can do anything with it, or won't be hurt by it (catching a ball of plasma is not a good idea), but only that the character can lay hands on the object. This skill directly modifies the DEXTERITY SAVE at 3% per RANK.
Grab is used to grab onto things that are stationary, or at least relatively so- used primarily by people falling from cliffs or trees and trying to get a branch, ledge, or any other handhold.
Formula
DEX SAVE =(dex*4)+IF(PLF>dxf,PLF,dxf)+ TRUNC(Catch,0)*3 +TRUNC(Throw,0) +TRUNC(Grab,0)
CHANGE FROM v8: Reduced DXF contribution by half and doubled the impact of DEX. This gives lower level characters better DEX save and lets higher level characters improve, though with a flatter curve than in v8.
Strength saves are fairly straight forward... whenever the character has to lift or hold onto more than the character's Total Lift Ability(TLA)he/she must make a Strength save. This includes hanging onto the edges of cliffs, holding friends who are hanging onto the edges of cliffs, and lifting friends or yourself up from the edge of a cliff.
There is one skill associated with strength saving throws:
Lifting (KIF) is the use of strength to lift an object or objects. It directly impacts the Strength Save at 5% per RANK.
Formula
STR SAVE =(str*4)+IF(PLF>pcf,PLF,pcf)+ TRUNC(Lifting,0)*5
CHANGE FROM v8: Reduced PCF contribution by half and doubled the impact of STR. This gives lower level characters better STR save and lets higher level characters improve, though with a flatter curve than in v8.
Magical saves are made whenever magical force is exerted against the character. It allows the character to reduce the effect of magic upon themselves.
There is one skill associated with the magical saving throw:
Magical Resistance. It is a KIF skill. This skill directly modifies the MAG saving throw at 5% per RANK. Please note it also reduces MAP by 3% per RANK.
Formula
MAG =(aur*2)+(drv*2) +(kif/2) +IF(MLF>scf,MLF,scf) +TRUNC(MagResist,0)*5
CHANGE FROM v8: Reduced SCF and KIF contribution by half and added DRV as a contributor. This gives lower level characters better MAG save and lets higher level characters improve, though with a flatter curve than in v8.
Willpower saves allow the character to endure torture, extreme pain, and exhaustion. A character also uses this save to fend off possessions.
There are three skills associated with the willpower saving throw:
Mental Resistance. It is a KIF skills. Mental Resistance is the use of self-discipline to force one's mind from being possessed or altered in some way. It also allows the character to continue acting despite enchantment or duress to the contrary. This skill also directly modifies the Willpower save by 3% per RANK.
Endure Pain is the skill that allows characters to not be affected or be less affected by torture or wounds.
Reduce Exhaustion allows the character to stay awake or continue on despite extreme fatigue or exhaustion.
Formula
WLP =(drv*4)+IF(MLF>kif,MLF,kif)+TRUNC(Willpower,0)*3
CHANGE FROM v8: Reduced KIF contribution by half and doubled DRV as a contributor. This gives lower level characters better WLP save and lets higher level characters improve, though with a flatter curve than in v8.
This save is used to remember things and notice things in research. There are two skills associated with the intelligence saving throw. They are INF skills:
Memory allows the character to recall something they have heard, seen, or read before. The accuracy of the memory is dependent on the quality of the saving throw. The GM should monitor this skill carefully. This skill directly modifies the INT save at 3% per RANK.
Cyphering is the skill of basic mathematics and counting. Normally characters can handle their INT in number manipulation. This skill impacts the save at 2% per RANK.
Formula
INT SAVE =(int*4) +IF(MLF>inf,MLF,inf)+TRUNC(Memory,0)*3 +TRUNC(Cypher,0)*2
CHANGE FROM v8: Reduced INF contribution by half and increased INT as a contributor. This gives lower level characters better INT SAVEs and lets higher level characters improve, though with a flatter curve than in v8.
Discernment saves have three main functions: they act as saves against illusion and enchantment, and they allow the character to see through deceptions.
There are three skills associated with this save. They are all CTF skills:
Read Pattern allows the character to combine input and see the patterns in things that are not obvious. This skill directly impacts the DSC save by 3% per RANK.
Sense Deception allows the character to perceive enchantments, illusions, and guile for what they are.
Mental Defense allows the user to remain sane under extraordinary mental pressure. This includes Deathfear, Dragonwill, Demons of Insanity, and Torture.
Formula
DSC SAVE =(dsc*4)+IF(MLF>ctf,MLF,ctf)+TRUNC(ReadPattern,0)*3 + TRUNC(SenseDeception,0) + TRUNC(MentalDefense,0)
CHANGE FROM v8: Reduced CTF contribution by half and increased DSC as a contributor. This gives lower level characters better DSC SAVEs and lets higher level characters improve, though with a flatter curve than in v8.
This saving throw covers the body's resistance to physical threats: mainly poison and disease. The effects of the save are largely dependent on the poison or disease it is resisting. It also covers healing. A health roll is made every time a point is called for. No healing occurs if the Health save is failed. Later healing rolls are at +10%. Being overweight OR underweight can negatively impact your health save.
There are two KIF skills associated with the health saving throw:
Resist poison allows the character to lessen the effects of poison on the character's system.
Resist disease does the same thing for disease. Even fatal poisons and illnesses can be survived on an excellent roll.
Formula
HLTH SAVE =(con*4)+ IF(PLF>kif,PLF,kif)- ABS(WGT_DIFF/5)+ TRUNC(ResistPoison,0)+ TRUNC(ResistDisease,0)
CHANGE FROM v8: Reduced KIF contribution by half and increased CON as a contributor. This gives lower level characters better HEALTH SAVEs and lets higher level characters improve, though with a flatter curve than in v8.
DEF =((agl-BLD)*2 + pcf/4 + agf/4 - WGT_DIFF/5 + 2*TRUNC(DEF_SKILL)+ 2*TRUNC(PCF_Per))
CHANGE FROM v8: The formula for the Defense secondary attribute has been modified from Version 8. The Defense skill and the PCF Perception skill now only add 2% per rank rather than 3% per rank.
OVB= (wgt-150)/5-(hgt-66)+pcf/2 + agf/2
CHANGE FROM v8: We have added PCF/2 and AGF/2 to the Overbear formula to account for those skills.
CHANGE FROM v8: This has been deprecated due to our using a stat base for skills
MAB =((drv+aur+dsc+int-40)/4 +scf/20 +kif/10 +dvf/20 +MLF/2) +MAB_Aptitude +Base_MAB_MOD
CHANGE FROM v8: Mental Absorption has been beefed up. We slightly increased the emphasis of the stats. We added a Base Racial Modifier and the Toughness Aptitude.
PAB = (BLD*2+con+str+agl-50)/5 +pcf/5 +agf/10 +PAB_Aptitude +BASE_PAB_MOD
CHANGE FROM v8: We added a Base Racial Modifier and the Toughness Aptitude.
MVM =((agl*2+str-BLD-30)/10 +(hgt-24)/10 -(wgt-150)/50 +agf/20 +TRUNC(MVM_SKill)/4)+BASE_MVM_MOD
CHANGE FROM v8: We added a Base Racial Modifier. {GM Note: Height and Weight are in inches and pounds.}
SPL is the amount of spell power you can manage at any one time without skill rolls. Mana is the unit of measure for spell points that mages and such use.
You can draw SPL/10 mana per count. You are always- even when sleeping surrounded by SPL/5 points of mana.
SPL = (aur+drv-20)/2 + scf*3+dvf*2+kif*2+TRUNC(Control_Pow,0)*5
CHANGE FROM v8: We have added a mild stat base, included DVF and KIF into the SPL calculation, slightly decreased the impact of SCF, and allowed the control power skill to have a passive impact on SPL.
MDF = NMD + IF(scf<=NMD,0,scf-NMD) +kif+ dvf +2*TRUNC(MDF_Skill) +2*TRUNC(SCF_Per,0))
CHANGE FROM v8: The Magical Defense skill now adds 2% per rank instead of 3%. We also added the SCF Perception skill at 2% per rank. We added a new tertiary statistic called Natural Magical Defense (NMD) but it is not new we just didn’t treat it as a variable and just used the human baseline for it in the formulas. This is a value that varies by Race. Humans have a 20. This does not alter the formula for MDF but makes the NMD a variable so other races do not have to hand modify their sheet.
Magical Aptitude is instinct, the second sight, and the creature’s RAW ability to bend the universe to their will, or sweet talk it into agreeing with you depending on how you want to look at it. The equation is:
MAP = ((aur+dsc)/4+ scf/2+ ctf/2+ dvf/2+ MLF*2+TRUNC(Sorcery_Aptitude,0)*5 – TRUNC(MagResist,0)*3
CHANGE FROM v8: The only change we made is to add a value for the Aptitude “Sorcery Aptitude” and to reduce MAP if the character has the Magic Resistance skill at 3% per RANK.