
Hi Players! In this game we will use dice-rolling sometimes, along
with a lot of narrative description that avoids and reduces dice-rolling
mechanics. We do not use specific Feats. You can attempt whatever
action you can think of, and the GM will decide if you succeed, or if an
Ability Check roll is needed. You are more than a starting
adventurer. You are a starting hero in-the-making! In this game you
might get some Extraordinary epic hero ability scores. Your highest
scores will give you bonuses and benefits in the gameplay. You
might be a flawed hero, and get some low scores in the mix. Earn bonus Experience Points (XP) for occasional role-playing of your lowest scores. There are ways
to raise ability scores as we progress in the game, and the character
develops. For example, find magic items, or do training or go on a quest
to increase a stat. ABILITY CHECK means you roll 1d20 and try to "roll low" and roll under your Ability Score. Sometimes a bonus or penalty is applied. Listen for the GM to explain when a bonus is subtracted from your roll (helping you roll lower), or a penalty is added to your roll (making it harder to roll low). Ability Scores have other affects on your character abilities as well, generally what's listed in AD&D 2E ability score tables, but with mild adjustments per GM discretion. 7 ABILITY SCORES, 14 IN THIS GAME:
STR = Strength
DEX = Dexterity
CON = Constitution
INT = Intelligence
WIS = Wisdom
CHA = Charisma
PER = Perception
Ability scores range 3 to 18, regular AD&D 2E. There are ways to raise an 18 to 19, however there will be special limits where you must gain certain Experience Points before you can gain the benefits of any 19's. STR after 18 goes to 18/10, 18/20, and so on up to 18/00 before 19. Only WARRIOR classes can roll for percentile bonuses at character creation. This kind of roll is done in meeting with the GM. Across the campaign, only some PC's will have an "18". Some PC's will not have any 18's. PC's are encouraged to have a "flawed" ability score of "5, 6, 7" that is expressed in the character play. PC's may rarely have a dangerously low ability score of "3, 4". Ask the GM about options for how to handle this. For rolling your ability scores, meet with the GM. I will coordinate with you to make sure you get a range of ability scores that works for your chosen species & class. The GM will give you bonuses and penalties, maximums and minimums, and in some cases re-rolls or point buys, according to species, character development, and party spectrum. I have developed a custom dice-rolling combination that works in the chat room on Roll20, that usually gives a suitable array of interesting ability scores that works nicely for this game. SUB-ABILITIES DEFINED PERCEPTION: OBSERVATION = When you say that you are watching for something, this ability will help you find it. Awareness, recognition, understanding, senses, sight and-or hearing, taste, touch, smell. Helps when you are searching for secret doors, or traps, and when you are on guard duty. May sometimes help with figuring out keys, routes, directions, depth. May sometimes even help with clues for figuring out plot or motives. PERCEPTION: ALERTNESS = When you are not looking for something, and it comes to your attention anyway. This may help you wake up faster if needed, help you to avoid being surprised, and help you find secret doors by accident when passing by without searching. STRENGTH: MIGHT = STRENGTH: MUSCLE = DEXTERITY: AIM & BALANCE = DEXTERITY: REACTION - SWIFTNESS - DEFTNESS = CONSTITUTION: HEALTH & FITNESS = CONSTITUTION: STAMINA & ENDURANCE = INTELLIGENCE: REASON = INTELLIGENCE: KNOWLEDGE & MEMORY = WISDOM: INTUITION = WISDOM: WILLPOWER = CHARISMA: LEADERSHIP = CHARISMA: COMMUNICATION = Reference: Strength -Stamina: Weight Allowance (also influences Sprinting, Fatigue, and Proficiencies) -Muscle: Atk. Adj.; Dam. Adj.; Max Press; Open Doors; BB/LG Dexterity -Aim: Missile Adj.; Pick Pockets; Open Locks -Balance AKA Reaction: Reac. Adj.; Def. Adj.; Move Silently; Climb Walls Constitution -Health: System Shock; Poison Save -Fitness: Hit Point Adj.; Resurrection Chance Perception -Observation -Ideas -Alertness Intelligence -Reason: Spell Level; Max # Spells; Spell Immunity -Knowledge AKA Memory: Bonus # Profs.; % Learn Spell Wisdom -Intuition: Bonus Spells; % Spell Failure -Willpower: Magic Def. Adj.; Spell Immunity Charisma -Leadership: Loyalty Base; # of Henchmen -Appearance: Reaction Adjustment OR Charisma -Confidence -Communication PERCEPTION: IDEAS = ingenuity, brain wave, brainstorm, inventiveness, cunning FIX THIS IF IT CONFLICTS WITH WISDOM: INTUITION G WHAT ABOUT WILLPOWER? ALERTNESS? Reference B (ALTERNATE SUBABILITIES ON DEX AND CHA) Subabilities ============ Each subability is listed below, along with the game elements that they effect. Strength--Stamina: Muscle efficiency, endurance. Determines: carrying capacity (PH pg 141-142), climb skill, swim skill. Strength--Muscle: Muscle power, short bursts of strength. Determines: lifting and dragging (PH pg 142), melee attack modifier, damage modifier, break DC checks, jump skill. Dexterity--Aim: Hand/eye co-ordination. Determines: ranged attack modifier, open lock skill, pick pocket skill, use rope skill. Dexterity--Reaction: Reflexes, reacting to stimuli and maintaining balance. Determines: armor class modifier, initiative modifier, reflex save modifier, balance skill, escape artist skill, hide skill, move silently skill, ride skill, tumble skill. Constitution--Health: General wellbeing, resistance to illness and disease. Determines: fortitude save. Constitution--Fitness: Overall physical condition, ability to endure punishment. Determines: hit point modifier, barbarian rage duration, concentration skill. Intelligence--Reason: Logic, problem solving. Determines: wizard spellcasting, decipher script skill, disable device skill, scry skill, search skill. Intelligence--Memory: Knowledge retention, learning aptitude. Determines: bonus languages, skill points, alchemy skill, appraise skill, craft skill, forgery skill, knowledge skills, read lips skill, spellcraft skill. Wisdom--Intuition: Perception, educated guesses. Determines: heal skill, innuendo skill, intuit direction skill, listen skill, profession skill, sense motive skill, spot skill, wilderness lore skill. Wisdom--Willpower: Strength of will, determination, stubborness. Determines: divine spellcasting, will saves. Charisma--Confidence: Self confidence, inner strength. Determines: sorcerer/bard spellcasting, turn undead, intimidate skill, perform skill, use magic device skill Charisma--Communication: Interpersonal communication, relating to others. Determines: animal empathy skill, bluff skill, diplomacy skill, disguise skill, gather information skill, handle animal skill. Conversion Information ====================== Two of the subabilities have been renamed to avoid confusion with DnD skills, but otherwise remain unchanged. Within Dexterity, Balance has become Reaction, and within Intelligence, Knowledge has become Memory. I am also hopeful that the new names better fit with the subability descriptions. The original Charisma subabilities have been scrapped and new ones have been offered instead. Reference 2: ABILITY SCORES: When determining stats and adjustments due to ability scores use the AD&D 2nd ed. PlayerÕs Option: Skills & Powers, pgÕs 12-21. Age, Race, and Sex modifiers are used iaw AD&D 2nd ed. PlayerÕs Option: Skills & Powers, pgÕs 22-23, 37-38 PlayerÕs Handbook pgÕs 32-33. The following ability scores are used in this Campaign. Strength, Stamina & Muscle; Intelligence, Reason & Knowledge; Wisdom, Intuition & Willpower; Dexterity, Aim & Balance; Constitution, Health & Fitness; Charisma, Leadership & Appearance. In addition a Renown score is also computed. ABILITY SCORE MODIFIERS: Aging and racial modifiers are used when determining a characters ability scores. See PlayerÕs Handbook pgÕs 32-33