Ability Scores

STRENGTH

Ability | Open Doors
Score | (d12) | BBLG
3 | 1 | 0%
4-5 1 0%
6-7 1-2 0%
8-9 1-3 0%
10-11 1-3 0%
12-13 1-4 0%
14-15 1-5 1%
16 1-5 2%
Ability Open Doors
Score (d12) BBLG
17 1-6 4%
18* 1-7 7%
18/01-50 1-7 10%
18/51-75 1-8 13%
18/76-90 1-9 16%
18/91-99 1-9(1)** 20%
18/00 1-10(2) 25%

* Limit of strength for non-fighters.
** Number in parenthesis is chance in d12 to open locked, barred, held, wizard locked door.

Fighters, rangers, and paladins may roll % for super strength if their starting ability score is higher than 13. If the starting score is 18, simply note the super strength percentage after the score with a slash (18/xx). If the score is 14-17 use the chart below to note the final strength.

01-30 31-55 56-75 76-90 91-99 00
17 17 18 18/01 18/51 18/76 18/91
16 16 17 18 18/01 18/51 18/76
15 15 16 17 18 18/01 18/51
14 14 15 16 17 18 18/01

Open Doors: A d12 is used as noted above instead of the d6 originally called for.

Bend Bars/Lift Gates: This is actually a difficult feat of strength to accomplish and chances have been reduced accordingly. There may be modifiers to enable low strength characters a % chance of success. A certain minimum strength may still be required regardless of the % chances given on the table. Multiple characters can attempt to coordinate their efforts (as many as may be permitted by circumstances), and in such cases the percentages of all participants are added together, dice are then rolled and must result in that percentage or less to succeed. A single roll is made for the overall attempt. Failure will often render additional attempts moot, certainly by individuals with lower scores than those who may have made previous attempts.

INTELLIGENCE

Ability
Score Bonus Spells
3 -
4 -
5 -
6-7 -
8 -
9* -
10-11 -
12 -
13 1/- /- /-
14 2/- /- /-
15 2/1/- /-
16 2/2/- /-
17 2/2/1/-
18 2/2/1/1

* Minimum intelligence for a magic-user character.

Bonus Spells: These are additional spells that a magic-user may cast. Numbers listed are in the format of the number of additional first/second/third/fourth level spells the caster may memorize beyond the limit given in the chart of Spells Usable By Class and Level for magic-users.

WISDOM

Magical Attack Adjustment (MAA) applies to saving throws for attacks against the character’s willpower. This includes – but is not necessarily limited to – beguiling, charm, fear, hypnosis, magic jar, mass charm, phantasmal forces, possession, and suggestion.

Characters also add their MAA for wisdom to each die of ritual healing but not spell healing (see: Damage, Dying and Healing), which they receive in a day, similar to how constitution adjusts hit-die rolls. Naturally, a MA penalty acts to reduce ritual healing benefits. So, wisdom is valuable to all PC’s – a high wisdom means healing spells and effects have improved results, while a low enough wisdom means healing effects actually sustain penalties.

Note: Clerics DO NOT get bonus spells for a high wisdom ability score as they once did.

DEXTERITY

Reaction/Attacking Adjustment also applies as an adjustment to initiative rolls.

CONSTITUTION

System shock is no longer used. In any rare case where a “shock survival” roll is still called for, use Resurrection Survival.

CHARISMA

Reaction Adjustment: This value is applied when interacting with NPC’s or monsters in certain circumstances. It additionally reflects the ability of characters with higher scores (13+) to convince others to do as they request if they actively attempt to do so. Characters with low scores (7 or lower) must take proactive measures to prevent reactions and attitudes of others from naturally turning against the character/party and making positive interactions harder; they can prompt negative reactions from others around them even without taking overt action.

Paladins and bards in particular can use speech, song, etc. to influence others to do what the PC wants/needs them to do, each of them getting a 15% bonus to do so. Things like:
Stand and fight instead of run away (or run away instead of fight!)
Rise up against an evil overlord.
Let a captured player character go instead of lynching him – even if that’s what he deserves.
Get a merchant to make reasonable deals for goods (even if an evil overlord has told him not to).
Gather information or provide assistance.
Overtly and immediately shift trust, loyalty, and favor to the PC.

This is a character ability that a player has to invoke directly by means of roleplaying (it won’t work in place of any roleplaying efforts). Initial reactions of those being influenced also must generally be positive toward the character/party for it to work. If others already have a negative view of the PC then changing their attitudes is much more difficult and the quick roleplaying influence to prompt others to act won’t work.

Ability Scores

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