Intelligence This becomes the subabilities of Reason , which measures a character’s capacity for learning and deduction, and Knowledge , which shows a general level of education, experience, and the ability to remember information. Leon assigns his character’s subability scores like this:

Strength 16

Constitution 12

Stamina 15

Health 12

Muscle 17

Fitness 12

Dexterity 14

Intelligence 12

Aim 12

Reason 11

Balance 16

Knowledge 13

Wisdom 8

Charisma 11

 

 

Reason

This ability defines how well a character handles new information. A character with a high Reason score would be good at solving riddles and puzzles, and would be talented at using deductive, logical thinking.

 

Table 8: Reason

Reason

Spell

Max. #

Spell

Score

Level

Spells

Immunity

3–8




9

4th

6


10–11

5th

7


12

6th

7


13

6th

9


14

7th

9


15

7th

11


16

8th

11


17

8th

14


18

9th

18


19

9th

All

1

20

9th

All

2

21

9th

All

3

22

9th

All

4

23

9th

All

5

24

9th

All

6

25

9th

All

7

Spell Level: This is the highest level of magical spells that can be cast by wizards with corresponding Reason scores.

Max. # Spells: This is the most spells per level that a wizard with that Reason score can memorize.

Spell Immunity: This is the level of illusion/phantasm spells that a character with that Reason score is immune to. All immunities are cumulative, so a character with a 21 Reason score is immune to first-, second-, and third-level illusion spells.

Proficiencies: Reason is used as the base number for such proficiencies as engineering, navigation, and spellcraft.

 

Knowledge

This score is a measurement of the character’s educational experiences—whether in a school or on the streets, his grasp of languages, and his memory capacity. A character with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event.

Table 9: Knowledge

Knowledge

Bonus #

% Learn

Score

Profs.

Spell

3–8

1


9

2

35%

10

2

40%

11

2

45%

12

3

50%

13

3

55%

14

4

60%

15

4

65%

16

5

70%

17

6

75%

18

7

85%

19

8

95%

20

9

96%

21

10

97%

22

11

98%

23

12

99%

24

15

100%

25

20

100%

Bonus # Proficiencies: This is the maximum number of additional languages a character with the appropriate Knowledge score can learn. If you are using the character point system introduced in the previous chapter, this is the number of bonus character points the character gains when buying proficiencies. For example, Theodor the fighter has an Intelligence/Knowledge of 12, which gives him 3 bonus proficiencies under the standard rules, or 3 extra character points under the character point system.

% Learn Spell: This is the percentage chance (on 1d100) that a wizard can learn to cast a particular spell. If the roll is equal to or less than the listed chance, the wizard can learn the spell. If the roll is higher than the listed chance, the wizard can try to learn the spell later—after gaining an experience level.

Proficiencies: Knowledge is the base number used with proficiencies such as ancient and local history, ancient and modern languages, and reading/writing.

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