Dexterity This ability score is divided into the subabilities of Aim, which represents hand-eye coordination and manual acuity, and Balance, which denotes reflexes and overall agility. Leon chooses to use these Dexterity subabilities for his character:

Strength 16

Dexterity 14

Stamina 15

Aim 12

Muscle 17

Balance 16

Constitution 12

Wisdom 8

Intelligence 12

Charisma 11

Aim

A character with a high Aim score might be an expert marksman or a sleight-of-hand artist.

Table 4: Aim

Aim

Missile

Pick

Open

Score

Adj.

Pockets

Locks

3

–3

–30%

–30%

4

–2

–25%

–25%

5

–1

–25%

–20%

6

0

–20%

–20%

7

0

–20%

–15%

8

0

–15%

–15%

9

0

–15%

–10%

10

0

–10%

–5%

11

0

–5%

0%

12–15

0

0%

0%

16

+1

0%

+5%

17

+2

+5%

+10%

18

+2

+10%

+15%

19

+3

+15%

+20%

20

+3

+20%

+20%

21

+4

+20%

+25%

22

+4

+25%

+25%

23

+4

+25%

+30%

24

+5

+30%

+30%

25

+5

+30%

+35%

Missile Adjustment: This modifier is applied to the d20 combat roll whenever a character attacks with a missile weapon, such as firing arrows or hurling a spear. As above, negative modifiers are penalties to the die roll, and positive numbers are bonuses.

Pick Pockets: This modifier applies only to rogue characters who have the ability to pick another character’s pockets (see chapter four).

Open Locks: Similarly, this modifier is used only by rogue characters with the open locks ability.

Proficiencies: The juggling, cobbling, pottery, rope use, seamstress/tailor, forgery, and gem cutting proficiencies all use Aim as their base number.

Balance

A character possessing a high Balance score may be an acrobat or a tightrope walker. A new rule for the Player’s Option system is that all unarmored warrior and rogue characters gain an additional +2 bonus to armor class while unencumbered. This bonus is in addition to any the characters might receive for high Balance scores.

Table 5: Balance

Balance

Reac.

Def.

Move

Climb

Score

Adj.

Adj.

Silently

Walls

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

+2

–3

+5%

+5%

18

+2

–4

+10%

+10%

19

+3

–4

+15%

+15%

20

+3

–4

+15%

+20%

21

+4

–5

+20%

+20%

22

+4

–5

+20%

+25%

23

+5

–6

+25%

+25%

24

+5

–6

+25%

+30%

25

+5

–6

+30%

+30%

Reaction Adjustment: This modifier is applied to a d10 to determine if a character is surprised by an unexpected encounter. The more positive the value, the less likely the character is to be surprised.

Defensive Adjustment: This modifier is applicable to a character’s saving throws versus attacks that can be dodged, such as lightning bolt spells, hurled boulders, etc. It also modifies the character’s armor class, representing the character’s ability to dodge normal missile attacks and parry melee attacks. The lower the negative value, the more difficult the character will be to strike.

Move Silently: This concerns only those rogue characters who have the move silently ability. The higher the positive value, the easier the skill becomes for the character.

Climb Walls: This modifier also applies to those rogue characters with the climb walls ability.

Proficiencies: Balance is used as a base number for such proficiencies as tumbling, dancing, seamanship, tightrope walking, and charioteering.

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