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Strength

Strength combines Stamina (left) and Muscle (right). Starting fighters receive a d4 bonus in muscle, not in stamina, and they may not surpass their racial strength maximum in either. For example, a human with a 20 strength before rolling the d4 bonus, would still cap at a 23 muscle score.

Muscle measures muscle mass and immediate brute short-term strength. The Muscle score adjusts THAC0 (hit probability), and damage per attack; it also determines the chance of opening a heavy or stuck door, bashing through a locked or bolted door (this chance in brackets), and the chance of performing feats of strength like bending bars and lifting gates.

Strength
(Muscle)

THAC0 Adjustment

Damage Adjustment

Max
Press/lift

Open Doors

Bend bars
/lift gates

3

-3

-1

15

3

0

4-5

-2

-1

25

4

0

6-7

-1

0

55

5

0

8-9

0

0

90

6

1%

10-11

0

0

115

7

2%

12-13

0

0

140

8

4%

14-15

0

0

170

9

7%

16

0

+ 1

195

10

10%

17

+ 1

+ 1

220

11

13%

18

+ 1

+ 2

255

12

16%

19 Max halfling

+ 2

+ 3

280

13

20%

20 Max Aarakocra

+ 2

+ 4

315

14

25%

21 Max elf

+ 3

+ 5

375

15 (3)

30%

22 Max Kreen

+ 3

+ 6

475

16 (6)

35%

23 Max for Human

+ 3

+ 7

600

16 (8)

40%

24 Max for Pterran

+ 3

+ 8

850

17 (10)

50%

25 Max for Dwarf

+ 4

+ 9

1000

17 (12)

60%

26 Max for Mul

+ 4

+ 10

1200

18 (14)

70%

27 Max for 1/2 Gi

+ 4

+ 11

1500

18 (15)

80%

28

+ 5

+ 12

2000

19 (16)

90%

29

+ 5

+ 13

2750

19 (17)

95%

30

+ 6

+ 14

4000

19 (18)

99%

Movement, Encumberance, Fatigue

Movement

During round-to-round situations such as combat, a character may move up to her base move number in 5' units (we will usually use a hex-map for figures) as a half-move (see C&T).

In journeys, movement rates on the chart to the right are modified by terrain. Characters may elect to "forced march." This increases their water needs (50%) and their chances of being surprised. Thirsty characters attempting to forced-march must save vs. Death Magic or pass out, and those who pass out must make a system shock check or die.

Forced march movement does not apply to combat; the base move may be used normally, at rate-and a half (charging), at double rate (running) or triple (sprinting)

Strength
(Stamina)

Move adjustment

Encumbrance Ranges

 

Un-enc.

Light

Moderate

Severe

Fatigue

3

-4"

5

6-7

8-9

10-12

-3

4-5

-3"

10

11-13

14-16

17-20

-2

6-7

0

20

21-30

31-36

37-47

-1

8-9

0

35

36-49

50-65

66-81

0

10-11

0

40

41-55

56-75

76-97

0

12-13

0

45

46-65

66-85

86-118

0

14-15

+1"

55

56-79

80-110

111-146

0

16

+2"

70

71-99

101-130

131-161

+1

17

+3"

85

86-119

120-150

151-194

+1

18

+3"

110

111-149

150-179

180-228

+2

19 Max halfling

+4"

135

136-170

171-210

211-253

+2

20 Max Aarakocra

+5"

160

161-189

190-225

226-278

+3

21 Max elf

+6"

170

171-210

211-260

261-303

+3

22 Max Kreen

+6"

185

186-240

241-299

300-353

+4

23 Max for Human

+7"

235

236-299

300-375

376-428

+4

24 Max for Pterran

+8"

445

446-499

500-599

600-700

+5

25 Max for Dwarf

+9"

515

516-599

600-699

700-850

+5

26 Max for Mul

+9"

635

636-750

751-850

851-1K

+6

27 Max for 1/2Gi

+10"

785

786-850

851-999

1-1.2 K

+6

28

+11"

900

901-999

1-1.2 K

1.2-1.4

+6

29

+12"

1200

1.2-1.5 K

1.5-1.8 K

1.8-2 K

+6

30

+12"

1500

1.5-2 K

2-2.5 K

2.5-3 K

+7

*Due to their size, half-giants double their weight allowance; giants quadruple theirs.
Stamina measures muscle tone, endurance and carrying capacity. Since Stamina affects the movement rate, encumbrance and fatigue, these rules are printed below:

Encumberance

Encumbrance, the weight of a character's equipment, slows the character, making her weak and vulnerable to attack. See the chart below for details.

Fatigue Points

A character's Fatigue Points (FP) are a constant based on the character's Stamina score and race. Each time that a character takes an action, such as throwing a missile, firing a bow, swinging a sword, or running, she spends one fatigue point. When she has spent all her FPs she drops to the next level of fatigue on the chart below, and starts over with her FP total.
As a character becomes increasingly encumbered or fatigued, she slows, weakens, and becomes increasingly vulnerable. Encumbered travelers become fatigued as well; a full day of normal traveling reduces the traveler to one fatigue level better than he was encumbered. Forced marching reduces the traveler to one fatigue level worse than their level of encumbrance during the march.

Penalties for Encumbrance and Fatigue Levels

Encumbrance/
Fatigue

None

Light

Moderate

Severe

Critical/Mortal

Movement

Normal

-1" or 10%

2/3 move

1/3 move

1"/*

THACO penalty

0

0

1

2

No attack possible

AC penalty

0

1

2

2 (no dex)

4 (no dex)

Fatigue Recovery

Yield 1 attack

Rest 1 round

Rest 2d6 rounds

Rest d6 turns

Sleep 2d4 hours*

 

 Dexterity

Aim has to do with small-scale dexterity and coordination activities from aiming a bow to cross-stitching, to tying a cherry stem with one's toungue. It is the favorite subability of pickpockets, archers, forgers, and escape artists! Balance, on the other hand, is involved full-body coordination such as sprinting, dancing, tightrope walking, or cartwheeling. High balance improves Armor class through improved dodging ability. This defensive adjustment also improves saving throws versus dodgeables such as breath weapons, fireballs, etc. Balance also affects reaction speed, and therefore high balance scores improve initiative rolls (but not surprise rolls, which have more to do with intuition).

Dexterity
(Aim)

Forge Documents

Escaping Bonds

Open Locks

Pick Pockets

Missile Adjustment

3

-30

-30

-3

4

-25

-25

-2

5

-20

-25

-1

6

-15

-20

0

7

-15

-20

0

8

-10

-15

0

9

-15

-20

-5

-15

0

10

-10

-15

0

-10

0

11

-5

-10

0

-5

0

12

0

-5

0

0

0

13-14

0

0

0

0

0

15

0

0

0

0

+ 1

16

+ 5

0

+ 5

0

+ 2

17

+ 7

+ 5

+ 10

+ 5

+ 2

18

+ 10

+ 10

+ 15

+ 10

+ 3

19

+ 15

+ 12

+ 20

+ 15

+ 3

20

+ 17

+ 15

+ 20

+ 20

+ 4

21

+ 20

+ 17

+ 25

+ 25

+ 4

22

+ 22

+ 20

+ 25

+ 27

+ 4

23

+ 24

+ 22

+ 30

+ 30

+ 5

24

+ 27

+ 24

+ 30

+ 33

+ 5

25

+ 30

+ 30

+ 35

+ 35

+ 6

 

Dexterity (Balance)

Initiative Adjustment

Defensive Adjustment

Move Silently

Hide in Shadows

3

-3

+ 4

-30

-30

4

-2

+ 3

-30

-25

5

-1

+ 2

-30

-20

6

0

+ 1

-25

-20

7

0

0

-25

-15

8

0

0

-20

-15

9

0

0

-20

-10

10

0

0

-15

-5

11

0

0

-10

0

12

0

0

-5

0

13-14

0

0

0

0

15

0

-1

0

0

16

+ 1

-2

0

0

17

+ 1

-3

+ 5

+ 5

18

+ 1

-3

+ 10

+ 10

19

+ 2

-4

+ 15

+ 15

20

+ 2

-4

+ 15

+ 20

21

+ 2

-5

+ 20

+ 20

22

+1 phase

-5

+ 20

+ 25

23

+1 phase

-6

+ 25

+ 25

24

+1 phase

-6

+ 25

+ 30

25

+2 phases

-6

+ 30

+ 30

 

Constitution

Constitution
(Health)

Psp adjustment

Healing/ Regeneration

System Shock

Poison Save

3

-5

1/week rest

35 %

0

4

-4

2/week rest

40 %

0

5

-4

3/week rest

45 %

0

6

-3

4/week rest

50 %

0

7

-3

5/week rest

55 %

0

8

-2

5/week rest

60 %

0

9

-2

5/week rest

65 %

0

10

-1

5/week rest

70 %

0

11

-1

5/week rest

75 %

0

12

0

5/week rest

80 %

0

13

0

5/week rest

85 %

0

14

0

6/week rest

88 %

0

15

0

7/week rest

90 %

0

16

+1

8/week rest

95 %

0

17

+1

9/week rest

97 %

0

18

+2

2/day

99 %

0

19

+2

*1/8 hours

99 %

+ 1

20

+ 3

*1/4 hours

99 %

+ 1

21

+ 3

*1/3 hours

99 %

+ 2

22

+ 4

*1/2 hours

99 %

+ 2

23

+ 4

*1/hour

99 %

+ 3

24

+ 5

*1/3 turns

100 %

+ 3

25

+ 5

*1/2 turns

100 %

+ 4

 

Constitution
(Fitness)

Resurrection Survival

Hit Point Adjustment

3

40 %

-2

4

45 %

-1

5

50 %

-1

6

55 %

-1

7

60 %

0

8

65 %

0

9

70 %

0

10

75 %

0

11

80 %

0

12

85 %

0

13

90 %

0

14

92 %

0

15

94 %

+ 1

16

96 %

+ 2

17

97 %

+ 2 (+3)

18

98 %

+ 2 (+4)

19

99 %

+3 (+5) [1]

20

99 %

+3 (+6) [1,2]

21

99 %

+3 (+6) [1,2]

22

99 %

+4 (+7) [1,2,3]

23

99 %

+4 (+7) [1,2,3]

24

100 %

+4 (+7) [1,2,3]

25

100 %

+4 (+7) [1,2,3]

  

Intelligence

Reasoning
Handling new information; logical/ analytical ability.

 

Knowledge
Education, language ability,  memory capacity.

MAC Base

% learn spells

Maximum spell level

Inteligence

Bonus charps

Max. # wizard spells / level

7

3

1

8

4

1

9

5

1

10

6

1

10

7

1

10

8

1

10

35 %

4

9

2

6

10

40 %

5

10

2

7

10

45 %

5

11

2

7

10

50 %

6

12

3

7

10

55 %

6

13

3

9

9

60 %

7

14

4

9

8

65 %

7

15

4

11

7

70 %

8

16

5

11

6

75 %

9

17

6

14

5

85 %

All

18

7

18

5

95 %

All

19

8

All

4

96 %

All

20

9

All

4

97 %

All

21

10

All

3

98 %

All

22

11

All

3

99 %

All

23

12

All

2

100%

All

24

15

All

2

100%

All

25

20

All

Wisdom

Intuition Willpower
Perception, instinct, grasp of situation, and understanding of other people. High Intuition would make a character difficult to decieve or surprise; and would allow characters to make excelent educated guesses. Strength of will, ability to resist magical forces, and sense of commitment to a cause. High willpower would protect a character from mind-affecting spells, and make a character stubborn and resistant to interrogation.

 

Intuition

 

Willpower

Surprised on

Wild talent MTHACO

Wisdom

Mental defense

MTHACO bonus

6 or lower

-5

3

-3

0

5 or lower

-4

4

-2

0

5 or lower

-3

5

-1

0

4 or lower

-2

6

-1

0

4 or lower

-1

7

-1

0

3 or lower

0

8

0

0

3 or lower

0

9

0

0

3 or lower

0

10

0

0

3 or lower

0

11

0

0

3 or lower

0

12

0

0

3 or lower

0

13

0

0

3 or lower

+1

14

0

0

2 or 1

+2

15

+1

+ 1

2 or 1

+3

16

+2

+ 1

2 or 1

+ 4

17

+3

+ 2

2 or 1

+ 5

18

+4

+ 2

2 or 1

+ 5

19

+4

+ 3

2 or 1

+ 6

20

+4

+ 3

1

+ 6

21

+4

+ 4

1

+ 7

22

+5

+ 4

1

+ 7

23

+5

+ 5

1

+ 8

24

+5

+ 5

1

+ 8

25

+5

+ 6

 

Charisma

Charisma breaks into the subabilities of Leadership and Appearance.

Charisma Table

Leadership

 

Appearance

Loyalty base

# henchmen

Charisma

Reaction

-6

1

3

-5

-5

1

4

-4

-4

2

5

-3

-3

2

6

-2

-2

3

7

-1

-1

3

8

0

0

4

9-11

0

0

5

12

0

0

5

13

+ 1

+ 1

6

14

+ 2

+ 3

7

15

+ 3

+ 4

8

16

+ 5

+ 6

10

17

+ 6

+ 8

15

18

+ 7

+ 10

20

19

+ 8

+ 12

25

20

+ 9

+ 14

30

21

+ 10

+ 16

35

22

+ 11

+ 18

40

23

+ 12

+ 20

45

24

+ 13

+ 25

50

25

+ 14

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