* Attributes & Bonuses
In Hyadian Schism many of the attributes, hit points and other traits have been scaled up compared to D&D and other retro clones.
While attributes have much higher bonuses, they have very few penalties.
Hyadian Schism has all the usual D&D type attributes, plus BEA (Beauty).
Why? Charisma and Beauty are two very different things in my book.
STR (Strength) - Modifier affects damage rolls.
INT (Intelligence) - Modifier affects number of starting languages,
WIS (Wisdom & Willpower) - Modifier affects Will checks and SAN.
DEX (Dexterity) - Modifier affects melee and missle to hit modifiers and Armor Class.
CON (Constitution) - Modifier affects hit points up to level nine.
CHA (Charisma) - Modifier affects Influence checks and reaction modifiers.
BEA (Beauty) - Modifier is a conditional additional modifier for Influence checks.
SAN (Sanity) - Rolled like other attributes, but gets a bonus/penalty to it's total by the WIS modifier and has no modifier of it's own. This fluctuates greatly during game, unlike other attributes.
Attribute # Modifier STR Dmg Bonus
1 - 3 -1 -1
4 - 6 0 0
7 - 9 +1 +1
10 - 12 +2 +1D4
31 - 15 +3 +1D6
16 - 18 +4 +2D4
19 - 21 +5 +2D6
22 - 24 +6 +3D6
25 - 27 +7 +4D6
28 - 30 +8 +5D6
31 - 33 +9 +6D6
34 - 36 +10 +7D6
37 - 39 +11 +8D6
40 - 42 +12 +9D6
43 - 45 +13 +10D
46 - 48 +14 +11D
49 - 51 +15 +12D
52 - 54 +16 +13D
55 - 57 +17 +14D
58 - 60 +18 +15D
61 - 63 +19 +16D
64 - 66 +20 +17D
67 - 69 +21 +18D
SAN Checks:
When a SAN check is called for the PC must roll under his/her SAN score (plus/minus modifiers). If failed in most cases the character will lose as much SAN as his/her roll failed by and gain an equal amount in an Insanity. In some cases only an insanity is gained and no actual SAN is lost. Instead of leveling up with XP a player can sacrifice XP to keep his/her character's SAN above zero. This is done between sessions. Any character who loses all of their SAN during a game session is considered bat-shit crazy until he/she has sacrificed XP between sessions to regain SAN. If a character's SAN drops to a negative number than exceeds his/her WIS score, the character is considered permanently crazy and will become an NPC. In the case of some half human/half monster hybrids, they become their monster side. For non-humans, they become permanently feral and will no longer associate with the other player characters and may in fact become hostile against them.
SAN is also a measure of the humanity left in the character as well. Some environments and strange radiations may require the character to roll against his/her SAN instead of a standard save to avoid some form of corrupting affliction. An example would be a human who has had long term exposure to a community of Gaunt Men.
Power Points:
Sorcerer spells, psionics and miracles cost Power points to cast. You don't forget spells & rituals when cast. You just have a limited amount of power to cast them. On average, power points return at the rate of one per hour of rest, two per hour of meditation. All return after a night of rest.