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Bardic Tales is a system that attempts to create as realistic and feasible a role-playing environment as possible. Characters are defined both by their skills and statistics representing attributes of the character.
Before skills are taken into consideration each character is represented by nine primary statistics(stats), three attributes, and many secondary stats. In theory all the stats are perfectly balanced and no stat is inherently superior to another in its value to a player. Although this may not be entirely true the system is close enough that one may generate characters under that assumption
A character is generated by choosing statistics from a pool of points. These statistics(stats) are the basic attributes of the character and are the framework upon which the character is based. Then, once stats are determined, it is possible to create the Initial Skill Level pool. This pool, based on stats (and, at Game Master's discretion, age), is used to create the skills the character has acquired in his pre-run life. The character's skills will shape their profession and their abilities.
Both the stat pool and the skill pool points can be used to buy advantages and disadvantages. These are inherent (dis)abilities, (dis)aptitudes, or differences in the character that cannot be covered by skills or stats.
A point from the stat pool is worth two skill points! Disadvantages give the character more skill points (at 1:1) or more stat points (at 2:1). Skill points can be bought directly by stat points at two skill points per stat point. Skill points cannot directly purchase Stat points except by purchasing the Enhance <STAT> skill for the appropriate stat.
There are some changes from genre to genre to reflect different skill needs and levels of play.
Character's attributes- their fundamental qualities, both physical and mental , are called Statistics in Bardic Tales. Henceforth, statistics will be referred to as stats.
There are nine primary stats in Bardic Tales. There are five physical and four mental. We (the authors as We like to refer to Ourselves:-) understand that this is a gross oversimplification. However, it is designed to be playable without the use of a computer processor. Some argue that we have failed in this:-) Nonetheless, nine primary stats seems to be a workable number. There are also three chosen attributes which impact the secondary statistics.
The primary stats (for most humans) are on a scale of 3-23. It would be dangerous to have a character with a statistic lower than 6, and extremely costly to get a statistic over 17.
Other parts of the character makeup you will hear discussed in this section are level factors(LVF), which are the cumulative pools generated from a set of similar skills and stats. This models skill and stat cross-over effects. Another is secondary stats, which are statistics derived from the primary stats, the LVFs and the specific support skill for that secondary stat. These further define the character's attributes (perception, movement, and endurance are examples).
The five physical stats are: Strength, Constitution, Dexterity, Agility, and Build. The four mental stats are: Aura, Drive, Discernment, and Intelligence. The three attributes are: Height, Race, and Sex. Here is a short description of each stat or attribute, what LVF(s) they are associated with, and the skills that enhance them. Stat-enhancing skills cost double the normal cost of a skill, give 1 STAT point per two ranks, and apply to a single stat.
Stat and Attribute Descriptions
STR Strength is raw muscle power. It affects the level factor Personal Combat Factor(PCF). Enhance STR is a PCF skill.
CON Constitution is health and toughness. It affects no level factor. Enhance CON is a KIF(KI Factor) skill.
DEX Dexterity is two things: the character's sense of spatial relationships; and the character's fine motor coordination. It affects DXF (DeXterity Factor), MCF (Missile Combat Factor), and VHF (VeHicle Factor). Enhance DEX is a DXF skill.
AGL Agility is balance, flexibility, and general bodily fitness. It affects AGF (AGility Factor) Enhance AGL is a AGF skill.
BLD Build is the thickness, scale, and bulk of the character. It affects no level factor. Enhance BLD is a KIF (KI Factor) skill.
AUR Aura is power of personality, and magical aptitude. It affects SCF (Spell Casting Factor, or SoCial Factor) Note that Social Factor is nothing more than the replacement of Spell Casting Factor in games with no magic. Enhance AUR is an SCF skill.
DRV Drive is willpower and mental toughness. It affects KIF. Enhance DRV is a KIF skill.
DSC Discernment is creativity and mental agility. It affects CTF (CreaTive Factor), and SKF (SKill Factor). Enhance DSC is a CTF skill.
INT Intelligence is memory capacity and learning ability. It affects INF (INtelligence Factor), and TCF (TeChnology Factor). Enhance INT is a INF skill.
HGT Height is the character's height in inches. Height can be any value within nine inches of the standard for the character's race and sex. Extreme tallness or shortness are advantages or disadvantages.
Attributes are not (usually:-)) alterable in game play. They are a decision made once during character generation and then set. The Height to Weight Ratio is defined in the derived statistics section under WGT.
RAC Race is the character's genotypic background. It is loosely defined and is malleable at the discretion of the GM. In game terms race is a package of modifications to stats and attributes that define the character in a particular way. In some campaigns race may be linked to cultural, political, and/or historical forces and paradigms that the character will then have to deal with. Some GMs will not deal with race modifications.
Racial, gender, and skill-based stat modifications are added as a LINEAR modification after stat and skill pool have been used. Also note that racial packages do not have to be a zero sum- but if they lean more to plus, then the remainder must be bought as an advantage, and if they are negative, they will be taken as a disadvantage. This requires some thought by the GM because the GM must weight the value of secondary stat modifiers against the stat and skill pool.
Examples:
Viking: +3" HGT; +2 BLD
Pygmy: -6" HGT; -2 BLD
Grey Elf: +6" HGT; +4 INT; -5 BLD; -4 CON; ;-4 STR; +5 AUR; +1 DSC; -20 MDF; +20 MAP
COST: 0
Mountain Dwarf: -24" HGT; +5 BLD; +4 CON; +4 STR; - 5 AUR; -4 AGL; +40 MDF; +2 PAB; +10 MAB; -20 MAP, -10 SCF
COST: 5 point advantage
SEX Sex is the character's biological sex.[Gm Warning: This is a loaded topic- if you wish race and sex can be optional rules!;-)] For humans there are only two choices: male and female. Hermaphrodites, and undecided must choose which package to choose (strictly a mechanics question- not your character's sexual choice). The 0-package is a human male:-). Human females are: -4" HGT; -3 STR; -3 BLD; +2 DEX, +2 AGL,+1 CON, -0.5" MVM, +5 MAP
Generating Primary Statistics
Stats are picked instead of rolled. One starts with a base of 10 in each stat (excluding Race, Height, and Sex- see above), and you have a certain number of points, referred to as a pool, to distribute among your stats, using Table 1 for costs. A negative cost is a gain to your stat pool. For every point you drop below 10 in a specific statistic (say, Dexterity) is one point to your stat pool. For every point below 7, non-inclusive, you gain 1/2 a point.
Typically your stat pool starts between 18 - 36 points, as usual, at your GM's discretion.
In Bardic Tales the interface between the player and the actions their character takes is the "skills" of the character. A skill is a piece of knowledge or training or automatic behavior that a character has that allows them to take an action. Skills include things like knowing how to build a car, flying a helicopter, swinging a sword in combat, identifying someone's emotional state, noticing a hidden ambusher, or cooking a great ham.
Skills are an essential part of Bardic Tales. They provide the means for advancement in the game and rule over the character's interaction with the world. Most professions that we can think of and most hobbies and /or sports are comprised of multiple skills. Individual skills are measured by a comparative ranking called RANKs.
Ranks are the "level" of a skill. It is a numerical measure of someone's competency, experience and prowess in a particular skill. Ranks can be bought at the following prices. This is the price at character generation. In play skills are increased and begun through training, use of the skill, and use of general experience points. See Training.
In the table below one can see the Rank, the Price of the skill in Initial Skill Level(ISL) points at character generation, the impact it has on level factors, and a written description of that rank. Initial Skill Levels {ISLs} are described in the next section, as are Level Factors.
After generating your stats, use the following formulae to generate your ISL (Initial Skill Levels). The varying rates reflect the level of power the Game Master(GM) wishes to play the game at. Typically, the further into the modern day and the future one goes the more initial skill levels that are required to model typical characters. Below are some suggested levels:
Low power/Just Starting Out Historical or Fantasy campaign:
10 + (INT + DRV)/2 + AGE MODIFIER*
Higher power/Experienced Adventurers in a Historical or Fantasy campaign:
25 + (INT + DRV)/2 + AGE MODIFIER*
Low power/Just Starting Out Modern/Espionage/Horror campaign
25+ INT + DRV + AGE MODIFIER*
Higher power/Experienced Adventurers in a Modern/Espionage/Horror campaign:
40+ INT + DRV + AGE MODIFIER*
A Technology-oriented (Star Trek/Space Hybrid) or Superhero** campaign
40 + INT*2 + DRV + AGE MODIFIER*
*AGE MODIFIER - Using an AGE MODIFER is at the GM's discretion. I have used {AGE - AGE_OF_MATURITY} as the number of skill points added and I have done {(AGE -AGE_OF_MATURITY)/2}.
I actually recommend staying out of this can of worms since there is so little definitive evidence as to the exact pros and cons of advanced age until the 40s in human beings and it is so impacted by health, level of physical and mental activity, how well the person kept up their body, etc., that it is foolish to try and generate an accurate model at this level of granularity.
RECOMMENDATION: Have the character interested in AGE mods buy skills using their stat pool:-) and take it off their physical stats. Buy a skill level for every other year over the culture's age of maturity.
**Superhero/Specialty campaigns - In Superhero campaigns or some other "specialty" campaigns you may invent other pools that mix with this- i.e. super power points or psionic points or some such!
Skills can be used in a variety of ways and come in several types. Skills can be used in five ways: primary, secondary, tertiary, general, and support. There is an optional type of skill called related skills discussed here as well.
All skills in Bardic Tales fit into one or more of these categories. How to apply the skill depends on what category it is in. Bear in mind that these types of skills only apply on a per application basis. Most skills can be used in at least three ways: A skill that is used as the Primary skill for a given roll may be used as a Secondary, Tertiary, or even General Skill for a later roll, depending on the task at hand. However General skills and Support skills must be specifically designed as such. Any skill can be used as a primary or a secondary in the appropriate situation.
Also some of these skills merely act as modifiers while others need to be rolled. This skill breakdown is an attempt to codify and methodize something that in real life is the result of at least hundreds of factors and conditions. This is a vast simplification. Please bear that in mind.
Primary Skills
Primary skills are the primary use of the skill. If you were shooting someone with a Walther PPK, for example, your pistol skill would be the primary skill. If you do not have a skill in the correct area your RANK is considered to be 0 (unless you have a related skill. See the Optional Rule re: Related Skills).
Primary skills are calculated by adding RANK*10 to Level Factor(LVF). This gives the Base Success Chance(BSC). The BSC can be modified by situation and environmental factors as well as other similar skills. There can only be one primary skill for each action.
Primary skills add ([RANK] - 2) to both SPeeD(SPD) and EFFect(DAM).
Primary Skill Effect Summary:
BC=10%/RANK, SPD=RANK -2, DAM=RANK-2
Secondary Skills
Secondary skills are skills that are closely related to the primary, that share the same basic mechanics or knowledge, use similar tools, or are appropriate lore skills. They add to the person's chance, speed and effectiveness with a particular skill.
Here is a list of some primaries and their possible secondaries:
Pistol: rifle and Targeting Perception
Fist: Foot and Elbow-Strike
Power Blast: Psi Shield and SCF Set-up
Sword: Knife and Mace
Driving Car: Pilot Helicopter and Car Lore
Secondary skills are calculated as [RANK]*3 added to the primary skill they are supporting. You can only pick two secondary skills for each primary skill roll.
Secondary skills add ([RANK] - 2)/2 to both the SPD and DAM of the primary skill. The value for these is never negative.
Secondary Skill Effect Summary:
BC = 3%/RANK, SPD = (RANK - 2)/2, DAM = (RANK - 2)/2
Tertiary Skills
Tertiary skills are vaguely related skills that assist the character in performing the primary skill. Any skill that can be a secondary can also be a tertiary, and even a vague connection to the primary skill is usually sufficient to convince the GM to let you use a skill as a tertiary!:-) however, they should operate in the same general area.
Tertiary skills are calculated as [RANK]*1% added to the primary. You can only pick two tertiary skills for each primary skill roll.
Tertiary skills do not add SPD and DAM bonuses.
Tertiary Skill Effect Summary:
BC = 1%/RANK
(DESIGN LEVEL OPTIONAL RULE)
MUST HAVE GM's permission to implement. Not used in the game designer's campaigns.
Tertiary skills add ([RANK] - 2)/4 to both the SPeeD and DAMage (or EFFect) of the primary skill.(the value for these is never negative)
Support skills are skills which are particularly designed to support or enhance another skill. They often model a variation or particular action that is a use of a primary skill. Some examples are: Florentine, Parry, Called Shot, Quickstrike, Great Blow, Lunge, etc.
Support Skills are typically linked to a family of skills not just one particular skill. You wouldn't have "Quickstrike: Long Sword" you would have "Quickstrike: Bladed Weapons". Support skills are locked- not any skill can be a support skill. The prefix for a support skill is "S:".
There is no limit to the number of support skills one can use with a primary so long as one is performing the action they apply to. If you have unused support skills they may be used as secondaries(see description above).
NOTE: Some support skills must be rolled against as a primary to "activate" their effect. There are two kinds of this roll- the activation roll and the use roll.
The Activation roll:
This is a binary on/off roll- the roll must be successful to use the support skill but no success levels can be used to enhance the 3% per RANK effect. Other than that success levels can be used normally. These activation rolls typically take 4 counts. Kata and Florentine are examples of support skills that one must activate.
The Use roll:
In this case the support skill is rolled as a primary, with the main skill as a secondary. Typically this is as a contest of skills. In that case the roll is treated as a primary. Feint is an example of a use roll skill. If a support skill requires a use roll it will be detailed in the skill description- support skills default to the mode described elsewhere in this section.
Support skills do not add SPD or DAM bonuses unless they are specifically designed to do so. If not specified elsewhere they add 3% per [RANK]. However, each support skill can have its own special functions so refer to Appendix G, Combat Options and Support Skills in the User's Guide.
Support skills can go above the negative modifier for a skill. (i.e. a character with a RANK 15 in S:Florentine(Bladed Weapons) gets +45% and the minus is only minus 40%. This person is 5% better florentining than not florentining.)
Support Skill Effect Summary:
BC = 3%/RANK (sometimes) - VARIES WITH SKILL DESCRIPTION. SEE RULES OR GM.
General Skills
General skills are umbrella skills that include a whole group of skills in their domain. Martial styles and Schools of Wizardry are examples of general skills. A General Skill group should not include Support Skills or other General Skills. A framework for a generic General skill could include:
Appropriate Lore skill
Appropriate Perception skill
+ 5 or so appropriate Primary skills
Note that the content of a general skill is fairly flexible. It is not locked in stone. Some general skills require an activation roll- that is the character must use an action - or ACT points- to roll the General skill as a primary to begin applying the mods to their skills.
General skills are locked- not any skill can be a general skill. The prefix for a general skill is either G: or W:.
General skills add 3% to-hit per rank, and (RANK - 2)/2 SPD/DAM. Most things have at least one applicable General skill. You can only have one general skill per primary skill roll.
General Skill Examples
Parentheses indicate support skills that could be taken to complete the General.
G:Shotokan Karate
Shotokan Lore, Combat Perception, Punch (great blow; lunge; called shot; instant attack), Kick (great blow; lunge; called shot), Block (great blow; lunge), Combat Movement, Kata, Dojo Cul. Lore
G:Aikido
Aikido Lore, Combat Perception, Throw (quick-strike), Hold (quick-strike; nerve-technique), Defense, Release, Acrobatics, Dojo Culture Lore
G:Tae-Kwon-Do
Tae-Kwon-Do Lore, Combat Perception, Kick (quick-strike; great-blow; spinning), Jumping, Block, Punch, Kata
G:Fencing
Fencing lore, Combat Perception, Sword (quick-strike, called shot, lunge, feint), Parry (disarm, quick-strike), Combat Movement, Accelerate
W:Wizardry Alteration
Alteration Lore, SCF Perception, M: , S: Change Form, S: Alter Shape, R:, L: , Magical School History
General Skill Effect Summary:
BC = 3%/RANK, SPD = (RANK - 2)/2, DAM = (RANK - 2)/2
Filter Skills are a new addition to Bardic Tales. It is a skill that you must have to use another skill.
In order to use your "Navigation" skill to guide the Starship you need to have the Filter Skill of "Computer Ops" to use the starship's interfaces. If your Filter Skill rank is higher than your primary you don't need to do anything. If your primary is GREATER than your Filter Skill you need to roll agianst the Filter Skill in order to use the primary. If you are not sucessfull in your Filter Skill roll you cannot use the primary. You may roll your Filter Skill as many times as you need to- or for as much time as you have before the starship runs into the starbase! :-)
Kata
A Kata (a Japanese word for a martial art form) is a series of specific skills strung together to be performed sequentially as a training tool and to develop speed, flow, and prowess in a particular, specific set of uses of the skills in the kata.
Kata typically refers to martial skills, but it doesn't need to be. Any group of skills could be put together into a kata. The key is that the skills need to have specific applications. For instance, strikes need to specify high, low, or mid-range strikes, and they need to specify support skills used- if any.
A Kata is a support skill to all the skills in its umbrella. It adds 3% per RANK to the %-chance, and RANK in INIT to all of its skills. All the actions in the Kata are done as Instant Attacks.
They are organized into "sequences" of 2-5 actions with reactions in between. One can enter or leave a sequence at the reactions in-between and those reactions re-set the Instant Attacks. Breaking the Kata at a non-reaction, or in the middle of a sequence, carries a +8 penalty to the character's next INIT (double the penalty for missing a normal action).
The Kata would have to be activated with a successful roll, though no crit would be possible to the 3% per RANK bonus as in all support skills. It takes 4 counts to activate a Kata. Every sequence written into a Kata beyond the first adds -10% to the activation roll of the Kata.
Summary:
Kata are composed of a number of sequences.
Each sequence has 2-5 actions.
Each sequence is treated as a series of instant attacks.
The first action of a sequence is a normal attack, unless one is starting instant attacking right out of the activation roll.
Breakout can occur between sequences, or with a penalty.
Katas are 'simple activation' skills, with no crit potential.
Kata skills add 3% per rank to all actions in the kata.
EXAMPLE:
Bob the Paladin decides he wants to use his "squish 'em, gish 'em, turn 'em" Kata.
COUNT 0
(1) He rolls a reaction. He reacts in 2 counts.
COUNT 2
(2)When his reaction comes he says 'I activate "squish 'em, gish 'em, turn 'em" '. He declares what sequence he will use(this Kata only has one) and that he will start right into the Kata (SEE ANOTHER OPTION below for an alternative). It takes him 4 counts to do this.
COUNT 6
(3)He rolls his Kata skill as a Primary and succeeds. He automatically gets a zero initiative roll because he is instant attacking and starts the action on count seven. He gets all his SPD as ACT points. It takes him 2 counts after ACT mods to squish.
COUNT 8
(4) He squishes successfuly even with the -40(modified by RANK*3 in the KATA). He starts right into gishing. It takes him 2 counts after ACT mods.
COUNT 10
(5)He gishes successfuly even with a -50(modified by RANK*3 in the KATA). He starts his 10-count "Prot vs. Nasties". It takes him five counts after ACT mods.
COUNT 15
(6)He rolls his Turn successfuly despite the -60 (modified by RANK*3 in the KATA). He rolls a reaction roll- now 3 seconds after deciding to go into the Kata in the first place.
ANOTHER OPTION:
After successfuly rolling KATA(in ct 6 of the example), you can roll a reaction(instead of instant attacking) and then act so that the first action of the Kata isn't at -40, it is as a normal action, and the second action is the first instant attack, etc.
Templates are packages of skills that simulate a cultural, educational, or professional background. They exist to make it easier for people to have realistic and well-rounded skill lists. They include the skills that seem to be the basics for that profession, background, or educational level. They are only guidelines. The GM should be flexible in administrating these.
To create a package put together the list of skills and appropriate ranks that fit the concept you are trying to model. Then total the cost for the skills and divide it by 0.5 or.75 (rounding up), depending on the type of package. This is the cost of the package. This could lead to abuse by power gamers so be careful. Make sure the package does cause the player to be well rounded in that area.
Remember that any ranks after rank 4 will be more expensive, and points added to skills through cumulative packages (high school, college and masters, for example) must be bought at ISL costs(5 costs 6 levels, 6 costs 8, etc.). In other words, if the same skill is given in three packages the character adds the new points on to the skill he has already achieved-but not as RANKs! They are ISL points. So if you get up to a 6 in a skill- that will buy you RANK 5, all as per Table 2.
Background/Cultural packages are half cost and typically have 12 levels of skills in them. The first one- the character's ONE and only native culture package- is free.{Remember that people get +30 to their native language and culture, +15 to R/W Native language, and +15 to their Native Streetwise.}
Educational packages are also half cost. They range from 6 to 20 levels. Scope is typically one type of education: high school, college, master's degree, doctorate, post-doctorate.
Professional packages are at 3/4 cost. A solid professional package should include 25 - 40 points worth of skills. This is assuming this is the person's main schtict...
Players are encouraged to make their own packages and submit them to the GM for approval. In general, a package encompasses a highly structured period of training or experience. Sample packages can be seen in Appendix E, Skill Packages and Templates.
Related Skills (Optional Rule)
A BT Related Skill is a non-additive replacement skill for a primary skill. It must be close enough to the primary skill that a percentage of it can be applied to the success chance INSTEAD of the that primary skill.
Example:
I have a RANK 5 in drive truck. I jump in the car. I have RANK 1 in Drive car. They are RELATED at 4/5. This means when I calculate out my chance to drive car, I can use 4/5 of my truck RANK to drive the car INSTEAD OF the RANK 1 in Drive Car. It is useful because if you can drive a truck at rank 5 you can CERTAINLY drive a car at least 60-80% of your chance. However they are not really additive- you shouldn't get 3/4 or 4/5 of your truck RANK to add to your Car rank because the principles are very similar. However you can use your RANK one in Drive Car as a secondary (3% per rank, etc)
Level Factors are a measure of the persons general aptitude in certain areas. It is modeled by breaking skills into 12 general categories. This is a rough model- the categories are not intended to model actual distinct skill groupings in the real world. In the "real world" each "skill" is actually a grouping of remembered neural and/or neuro-muscular trigger groupings. Other "skills" affect the successful application of a skill depending on the shared muscle and cognitive "sub-skills" as well as higher-level cognitive relationships between the skills developed by environment, circumstance, and biology.
However, since we are not using super-computers to model this game, and we really don't have much of a clue how it works anyway, we have invented these level factors which are broken into game-useful categories to allow us to generally model the effect of skill development on secondary stats (perception, stamina, toughness, reaction speed) and on other skills (allowing skills with shared traits to be more effective in speed, success chance and effect). Appendix A, Skill List contains a list of skills grouped by level factor.
Each skill adds a certain amount to the level factor it is associated with based on the LEVEL FACTOR ADDITION column in Table 2. Whenever the skill is used the level factor is then added as a plus to percentage chance to succeed.
The level factors also have a stat basis. The base level factor before skills is:
(the appropriate stat-10)*2
The list below gives the stats associated with each level factor.
PCF Personal Combat Factor.
Stat Basis = STRENGTH
The level factor groups together all skills involving physical combat, hand-to-hand, and melee weapons. Warriors, fighting monks, martial artists and guards tend to have high PCFs.
DXF Dexterity Factor.
Stat Basis = DEXTERITY
This level factor groups together all skills involving manual dexterity, and small manipulations. Pick pockets, safe crackers, stage magicians, and jewelers tend to have high DXFs.
MCF Missile Combat Factor.
Stat Basis = DEXTERITY
This level factor groups together all skills involving thrown, aimed, or launched missile weapons. It also includes long range visual perception and targeting. Archers, small arms experts, and snipers tend to have high MCFs.
VHF Vehicle Factor.
Stat Basis = DEXTERITY
This level factor groups together all skills involving driving, flying, guiding, riding vehicles of all sorts. There must be however a direct connection between driver action and vehicle movement. A starship or an aircraft carrier are not guided by vehicle factor but by INF or TCF. Drivers, racers, pilots tend to have high VHFs.
AGF Agility Factor.
Stat Basis = AGILITY
This level factor groups together all skills involving bodily prowess, athletics, flexibility or movement. Cat burglars, acrobats, and runners tend to have high AGFs.
SCF Spell Casting Factor, or Social Factor.
Stat Basis = AURA
This level factor groups together all skills involving direct magic, leadership or charisma. Mages, leaders, politicians, and con men tend to have a high SCF.
KIF Ki Factor.
Stat Basis = DRIVE
This level factor groups together all skills relating to mind-body control, endurance, meditation, KI manipulation, and perceptions that are not level factor specific (i.e. combat perception goes to PCF). Monks, mystics, and rangers tend to have high KIFs.
CTF Creative Factor.
Stat Basis = DISCERNMENT
This level factor groups together all skills relating to invention, design, music, poetry and "emotional" perceptions. Bards, inventors, and artists tend to have high CTFs.
SKF Skill Factor.
Stat Basis = DISCERNMENT
This level factor groups together all the crafts, trades, and hands-on skills. Craftsman and physical workers tend to have high SKFs.
INF Intelligence Factor.
Stat Basis = INTELLIGENCE
This level factor groups together all skills relating to knowledge, language, strategy, and book learning. Sages, wizards, and priests tend to have high INFs.
TCF Technology Factor.
Stat Basis = INTELLIGENCE
This level factor groups together all skills relating to high-technology, and intricate systems. Hackers, Netrunners, and some Wizards tend to have high TCFs.
DVF Divinity Factor.
Stat Basis = None
This level factor groups together all skills relating to divine power. Clerics, paladins, priests, and Gods tend to have high DVFs.
All the above information and stats are designed to generate the percentage chance of the character fulfilling on a particular task. This final chance is called the Final Success Chance(FSC). The formula summarizing the effects of the various skill types on the FSC is:
FSC = Primary Skill Rank *10
+ [Secondary Skill Rank#1]*3 + [Secondary Skill Rank#2]*3
+ [Tertiary Skill Rank#1] + [Tertiary Skill Rank#2]
+ [General Skill Rank]*3
+ [Support Skills' Ranks]*3
+ [Appropriate Level Factor]
+ MODS + DIFF_MOD
Not every slot will be filled for every action- a character may not have applicable skills for any of the slots. Note that square brackets [ ] around a value means that value is truncated(i.e. 4.6 becomes 4). More information on SITUATIONAL MODS can be found in the success chance section of Chapter 2: System Rules and in the Situational Modifiers table in Chapter 3: Combat.
RAW SUCCESS CHANCE(RSC) = Primary*10 + LVF
BASE SUCCESS CHANCE(BSC) = Primary*10 + LVF + DIFF_MOD
FINAL SUCCESS CHANCE(FSC) = Primary*10 +2Secondaries*3 + 2Tertiaries*1 + 1General*3 + Supportskills*3 + LVF + DIFF_MOD + MODS
DIFF_MOD = Difficulty modifier for the action or tool being used.
MODS= Situational, or environmental modifiers to the action
MODS (modifiers) = THB + MAG + FAM + MAT + SIT_MODS
THB = to-hit-bonus (if the action requires strength and coordination- i.e. a weapon)
MAG = magical bonuses to the action if any (blesses, magical tool, etc.)
FAM = your familiarity with the tool you are using, if any
MAT = the material bonuses of your tool, if any (good steel, poor bronze, etc.)
SIT_MODS = Situational Modifiers. See Situational Modifiers chart in Chapter 3: Combat
NOTE: No skill can appear in the Final Success chance more than once.
It is axiomatic to most RPGs and realism simulations that there is a chance for particularly good successes. Out of this, the concept of "criticals" or "success levels" comes.
NOTE: In these discussions we will speak about damage and effect interchangeably. Mostly this is an artifact of the skill system growing out of a gaming system that focused on modeling weapon effects. However the pluses to Damage(DAM), and the multipliers for effect are both modeling the same area. For purposes of weapons effect is damage and for purposes of non-weapon skills DAM is the same as effect.
To understand success levels it is important to understand these four values: Success Level(SL), Success Number(SN), Critical Success Number(CSN), Critical Failure Number(CFN). They are defined below:
SL = Success Level. This is the label or rating that measures the quality of the skill use. It is used to measure how well or poorly an action was executed. A positive success level indicates a successful use of the skill. A 0 or negative success level indicates a failure in the use of the skill.
SN = Success number = number you need to roll to succeed in the skill- this is your FSC.
CSN = Critical Success Number = 1/4 of your SN. This is the number below which exceptional success is registered.
CFN = Critical Failure Number = SN + 50. This is the number above which exceptional failure is registered.
FORMULA:
For exceptional successes (all SLs above 2) the SL formula is:
(CSN - number rolled)/10 + 3 [rounded down]
For exceptional failures (all SLs below 0) the SL formula is:
-(number rolled - CFN)/10 - 1 [rounded up]
You can use your SLs to increase your damage or effect, you could also use them for reducing END cost(see Endurance section in Chapter 2: System Rules for success level effect on Endurance), or increasing effect duration(mechanism to be determined), or effect control(mechanism to be determined), or some other things I am sure you will all think of....
NOTE: It is advisable to always put at least one level of success into effect/damage or you will have no effect!:-)(Although I can see in a practice fight you might put all your success levels into endurance cost or showmanship or something...)
NOTE: Piercing weapons add +1 SL to any SL success of 1 or higher.
1 X0.5
2 x1
3 x1.5
4 x2
5 x2.5
6 x3
FORMULA: SL/2
To get the damage modifier of a hit, divide the SL by 2. That is the effect multiplier. This assumes you are using your SLs for effect.
1 x2/3
2 x1/2
3 x2/5
4 x1/3
5 x2/7
6 x1/4
FORMULA: 1-(1/(SL+2))
SL INIT
1 +2
2 +4
3 +6
4 +8
5 +10
6 +12
FORMULA: SL*2
NOTE: INIT points from SL go towards the reaction IMMEDIATELY after the action (i.e. the character is so much smoother with the action they can transition into the next action better.
FORMULA: -20%*SL
Negative SLs subtract 20% per negative SL from the appropriate save or recovery roll.
COMBAT CRITICAL MISSES
01-49 fumble -> DEX save or lose weapon
50-79 trip -> AGL save or fall
80-89 stuck weapon -> STR save or don't use weapon
90-00 BAD -> DM discretion (hit friend, hit self...)
SPELL CRITICAL MISSES
01-29 fumble -> MAG save or lose base*2
30-59 blowback -> SYS save as 50% wounded
60-89 misdirection -> spell is misdirected (at self, wrong info, etc.)
90-00 BAD -> GM discretion (another spell, unusual effect, etc.)
INFORMATION CRITICAL MISSES
01-49 fumble -> slightly distorted information (wrong by 30%, etc.)
50-79 inversion -> you receive the opposite information
80-89 BAD -> you receive incorrect, totally fictional information that you believe to be true.
90-00 CORRECT -> you receive correct, totally on the mark information that you believe to be true.
Example:
SN=100 so CSN=25.
I roll a 66. This is a SL 1. One level of success.
I roll a 43. That is a SL 2. It is two levels of success to apply to whatever I want. One could apply both levels to effect(full damage), OR one level to effect(1/2 damage) and one level to reducing endurance(2/3 endurance cost).
I roll a 22. That is a SL 3. It is three levels of success to play with. I could put one to Endurance(2/3 cost) and two to effect(full damage) or all three to effect(1.5*damage) or one to INIT points(2 points), one to Endurance(2/3 cost), and one to Effect(.5*damage).
I roll a 13. That is a SL 4. It is four levels of success to play with. I could put three to effect(1.5*damage) and one to endurance(2/3 cost), or one to effect(0.5*damage) and three to endurance(2/5 cost), etc.
Occasionally characters will use one skill against the skill of another character. For instance someone may use their Move Silently skill to sneak by a Guard who is using his Awareness skill. A warrior might use their Sword skill to parry a blow from another warrior using their Spear skill. A rich merchant might use his Discernment Save to resist the Persuasion skills of a wiley salesman.
These are resolved with what we call a "Contest of Skills." Each player- or the GM and a player if one of the effected characters is a non-player character- rolls a normal skill roll. Each generates a SL value for their roll. Then the SL of the less active character(the person being snuck up on, the person being sold something, the person defending with their weapon) is subtracted from the SL of the more active character. This is then the SL for the more active character's action. If "active" doesn't make sense in the context of the skills being used then the GM will determine which character to use as the primary skill user(usually defaults to the PC if there is only one PC involved!)
You can use the SL difference to determine things like how much information the guard got about the person sneaking up on them, etc. how well did she win the arm wrestling, how critical was the parry....
Examples:
Example 1: Jane the Jackknife is sneaking up on Gary the Guard. Jane is the active member. Jane has a Move Silently success chance of 100%. Gary has an Awareness of 120% so his Awareness success chance to hear Jane sneaking up on him is 120%.
Jane rolls a 43 on her Move Silently. This is Success Level 2(under half). Gary rolls a 48 on his awareness. This is Success Level 2 as well. Therefore Jane has SL 0 (a failure) in her stealth and Gary hears Jane.
Example 2: Alden the Active is swinging his Bastard Sword at Chuck the Cheeky. Chuck(assuming appropriate initiative and perception) decides to parry with his open hand. His chance is 210% but Chuck's defense is 90. Alden FSC drops to 120%. Chuck's parry chance(with parry and non-weapon mods) is 160%. Alden rolls a 58, giving him SL 2. Chuck rolls a 12, giving him SL 4. Alden's adjusted SL is now negative two: (2-4=-2). Thus he has two levels of failure on his sword swing, and probably has to roll to hold on to his sword.
Example 3: Alden the Active gets really mad and decides to Great Blow Chuck the Cheeky. He swings. Chuck opts to do an active defense. He rolls his active defense. Alden gets an amazing 4 SLs on his swing (remember- Alden still must subtract Chuck's DEF from his chance to-hit). Chuck gets 3 SLs on his Defense skill. Thus Alden's adjusted SL for his Great Blow is 1. So Chuck gets hit by a SL 1 sword blow from Alden.
Example 4: Alden the Active gets even madder and decides to take Chuck the Cheeky's head off. He swings. Alden's swing chance, counting Chuck's defense is 120%. He rolls a 42. This is success level 2. Chuck opts to do an active defense. He has 160% chance. He rolls a 39 on his active defense. Chuck gets 3 SLs on his Defense skill. Thus Alden's adjusted SL for his attack is negative one, or SL-1. So Alden misses despite his good roll!
As characters advance in their skills it is assumed that they will also get tougher and more capable of handling all situations. For this reason the concept of the total level factor(TLF) has been introduced. The TLF reflects the character's level of competence over a broad range of skills. TLF is divided into two sub-categories, called meta level factors: Physical Level Factors(PLF) and Mental Level Factors(MLF).
These meta level factors model the fact that skills and general life experience sometimes bleeds over and makes someone more competent than someone without those general life experiences and other skills. TLF and the meta level factors are utilized in saving throw formulas and the SPD and PER formulas.
The appropriate meta level factor can be substituted for the italicized factor in the saving throw formula if the meta level factors is of higher value.
Total Level Factor
TLF is determined by taking the sum of all your level factors and dividing by 10:
TLF = (PCF + AGF + DXF + MCF + SCF + KIF + INF + SKF + CTF + DVF + TCF + VHF)/10
Physical Level Factor
PLF is determined by taking the sum of all your physical level factors and dividing by 10:
PLF = (PCF + MCF + AGF + DXF + VHF + KIF/2)/10
Mental Level Factor
MLF is determined by taking the sum of all your non-physical level factors and dividing by 10:
MLF = (SCF + KIF/2 + INF + SKF + CTF + DVF + TCF)/10
Names, formulas and brief descriptions.
THB = {(DEX*2 + STR - 30)/3}*2
To Hit Bonus. Adds to most physical actions that involve strength and coordination.
WDB = STR-10
Weapon Damage Bonus. Damage additive to non-thrown physical strikes. There is no bonus on hand-thrown weapons under 1#, and half bonus on hand-thrown weapons over 1#.
END = CON + DRV + KIF*2 + PCF + AGF/2 + SKF/2 + MCF/4 + (CON + DRV)/4*SKL
Endurance. Physical endurance.
APPLICABLE SKILL: Endurance - KIF skill
ENC = (STR*4 + CON + BLD + WGT/4)/3 - WGT_DIFF/5
Encumbrance. Weight in pounds a person can carry without penalty. Half is unencumbered. SKL cuts ENC value of objects in half.
APPLICABLE SKILL: Packing - DXF skill.
PSD = (DSC + AGL - 20)/2 + LVF!/10 + PLF/3 + TLF/20
Physical Speed. Reaction speed modifier in 1/5 seconds units- called counts(cts)!LVF is the appropriate level factor of the skill about to be used, or in use.
MSD = (DSC + INT - 20)/2 + LVF!/10 + MLF/3 + TLF/20
Mental Speed. Reaction speed modifier in 1/5 seconds units- called counts(cts)!LVF is the appropriate level factor of the skill about to be used, or in use.
DEF = (AGL - BLD)*2 + PCF/4 + AGF/4 - WGT_DIFF/5 + TRT*1 + SKL*3 + Appropriate Perception*3
Defense. Physical ability to dodge and sidestep attacks while maintaining combat distance.
TRT stands for RANK in tertiaries. There can be only two tertiaries. Acceptable tertiaries are: Dodge, Combat Acrobatics, Movement, Acceleration, G:{some martial discipline}; or {skill in opponent's weapon}
APPLICABLE SKILL: Defense - PCF skill
OVBMOD = (WGT-150)/5 - (HGT - 66)
Overbear Modifier. Generic modifier that can be applied when height and weight differential matter
PER = AUR + DSC + SKF/2 + KIF/2 + VHF/2 + PLF*2 + SKL*3
Perception. General physical perception of all kinds.
APPLICABLE SKILL: Awareness - KIF skill
MPR = AUR + DSC + INF/2 + CTF/2 + TCF/2 + MLF*2 + SKL*3
Mental Perception. General mental perception of all kinds.
APPLICABLE SKILL: Read Pattern - KIF skill
MAP = (AUR + DSC)/4 + SCF/2 + CTF/2 + DVF/2 + MLF*2 + SKL*3!
Magic Aptitude. Basis for sorceries, magical perceptions. Acts as intuition in non-magical games.
APPLICABLE SKILL: ! Any appropriate sorcery skill - SCF
XPM = (DSC + INT - 20)/2
Experience Modifier. Modifies learning speed of the character.
APPLICABLE SKILL(S): Physical Learning, Mental Learning, Spiritual Learning - KIF
MEN = INT + DRV + SCF*2 + KIF*2 + VHF*2 + INF + TCF + SKF/2 + CTF/4 + {(INT + DRV)/4}*SKL
Mental Endurance. Mental endurance.
APPLICABLE SKILL: Mental Endurance - KIF skill
POW = AUR + (INT + DRV)/2
Power. This is the soul, or mental body, measures the amount of damage the soul can take.
HTK = BLD*2 + CON + (DRV - 10) + WGT_DIFF/5
Hits to Kill. This is the body, measures the amount of damage the body can take.
MAB = (DRV + AUR + INT + DSC - 40)/5 + KIF/10 + SCF/20 + DVF/20 + MLF/2
Magical Absorption. This is the damage absorbed from each mental strike the character is aware of.
PAB = (BLD*2 + CON + STR + AGL - 50)/5 + PCF/5 + AGF/10
Physical Absorption. This is the damage absorbed from each physical strike the character is aware of.
MDF = (Racial Base) + (SCF - 20)$+ KIF + DVF + TRT*1 + SKL*3 + Appropriate Perception*3
Magical Defense. Defense against magic (base 20 for humans)
TRT stands for RANK in tertiaries. There can be only two tertiaries.
$if this number is negative it becomes 0.
APPLICABLE SKILL: Magical Defense - SCF skill
MVM = (AGL*2 + STR- BLD - 30)/10 + (HGT - 24)/10 - (WGT - 150)/50 + AGF/20 + RNK/4
Movement Movement at a dash in feet per count(1/5 sec).
APPLICABLE SKILL: Movement - AGF skill: This skill -when activated- adds an additional RANK/4 to the person's movement on top of the RANK contribution in the formula.
TLA = (STR - 1)*10
Total Lift Ability. Amount, in pounds, one can lift without a STR save. Every multiple of TLA/2 after TLA attempted to lift cuts STR save in half.
APPLICABLE SKILL: Lifting - PCF
HGT = Selected by player.
Height. Human females tend to be 4" shorter. Character's can choose a height within 9" of their race, sex, and culture's standard. Male human medieval average is 5'6", male human modern western civilization's standard is 5'10".
BASE_WGT = Height_Based_Weight + (BLD + STR/2 - 15)*(Height_Based_Weight/30)
Base Weight. Base weight is the weight that an average being of that race, height, build, and strength should have. In games without weight differential(WGT_DIFF) it is equivalent to WGT. To determine Height_Based_Weight look up HGT on Table 3: Weight to Height Ratio. Then adjust weight columns for sex and racial modifiers. Females tend to drop 3 rows from the value on the table for their height.
WGT_DIFF = Selected by player, if used at all. If not used, value is zero!
Weight Differential is the difference between the weight you want your character to be and the BASE_WGT. The consequences for this are grouped into units of 5# increments. For every 5 pounds overweight you are, you adjust: ENC-1, HEALTH save-1, DEF-1, HTK+1. For every 5 pounds underweight you are, you adjust:ENC+1, HEALTH save-1, DEF+1, HTK-1
WGT = BASE_WGT + WGT_DIFF
Weight. This is your character's actual weight.
The Advantage/Disadvantage (AD/DISAD) pool covers things that are neither Stats nor Skills. It is designed to allow players to shape their character's more accurately and to include those things that are in a different domain than statistics or skills. Wealth, Status (Social Standing), and Appearance, Magical Aptitude are all be AD/DISAD things.
An advantage is something that enhances the character's power, value, or effectiveness. The player must pay for an advantage with either stat or skill pool points. A disdvantage is some drawback the chaarcter has, some handicap, or difficulty. This adds points to the character's skill or stat pool.
In general, you should not take more than 15 points worth of disads. Each level in an advantage or disadvantage costs/gives 2 points.
The AD/DISAD pool can be added or taken from both the skill pool (at a cost of 1:1) and the stat pool (at a cost of 2:1).
NOTE: Currently there are only a few ads and disads defined for Bardic Tales- you may, subject to GM veto, use Steve Jackson Games' GURPS costs for their ads and disads but divided by 3(round to the nearest).
Here are the most common ad/disads:
WLT Wealth is financial power. (1997 dollars specific) The base wealth is 5,000 dollars in savings and a salary of 25,000 dollars a year. The base also includes an apartment and a vehicle worth about 10,000 dollars. If you don't own a vehicle you can trade that in for 5,000 dollars of savings.
Each level in wealth is worth plus 5,000 dollars in savings, and +15,000 dollars a year salary. Each level in wealth also gives you 2 "wealth points". If you are taking the disad, poor, then all these numbers are reversed except that you only lose 5,000 dollars in salary per level.
Every two wealth points allows you to have a higher level of home. You can buy another home for 4 wealth points, an apartment for 2, a small apartment for only 1. You can buy hovels at half point a piece... The levels of home are: none, hovel, small apartment, apartment, small house, large house, estate, mansion. A car can be improved, or purchased, at 10,000 dollars per wealth point. If you wish you can turn each wealth point into 5,000 dollars in cash. Remember, that means you are living in an ordinary apartment and have a cheap car if you use all of them. Also, the levels of houses are relative.... an extravagant apartment with all sorts of electronics and nice furniture is like a small house.
STA Status is the character's position in his society. It affects how much of the financial and material base the character has access to, and how much NPC support the character can receive. It affects Native Culture Lore, Native Language, Streetwise, and the financial and material base for the character. Every level of status will gain you a "wealth point"(see above) and +10% to the mentioned skills. Every negative level will make you lose a wealth point or 2,500 dollars in savings.
APP Appearance is the character's beauty and attractiveness to members of the character's race and society. It affect's physical reaction rolls. The positive levels are: attractive, very attractive, beautiful, stunning. The negative levels are: unattractive, very unattractive, ugly, hideous. Improve APP is a CTF skill.
Level Cost Description
1 Standard Aptitude Cost (SAC) +20 to INF save; + 1 to XPM
2 SAC +40 to INF save; + 2 to XPM
3 SAC +60 to INF save; +3 to XPM
EM Eidetic Memory is specific to physical, mental, or magical (includes KI). The main difference lies in the application of the eXPerience Modifier. XPM can be applied to the others at half. Physical to mental, mental to magical, etc. and vice-versa.
An aptitude is a proficiency with a particular skill or set of conditions. Each level bought gives 5% to the skill success chance and +1% to XPM in that area- the broadness of the area is set by the type purchased.
For Psionic and Magical skills in some campaigns (GM discretion) a level or two in Aptitude is required to use those skills. For instance, in the Author’s High Fantasy campaign the Wizard Package requires Level 3 in Sorcery Aptitude and Level 2 in Mage Born.
Type Cost Description
Type I Standard Advantage Cost (SAC)/Level Specific Skill
Type II 2*SAC/Level General Area, Skill and sub-skills
Type III 5*SAC/Level Level Factor wide enhancement
A saving throw, or save, either represents the character's chance to recover from certain events or the character's chance to perform basic actions. The first is a passive use of the save- the character is allowed to roll even if they are reacting, or performing some other action. A person struck by a serious blow, for example, would roll a system shock save to stay conscience and unstunned. Also, a character pushed while on a catwalk would roll an agility save to keep from falling. It is important to note that saves apply only to one specific action. A save must be made each time the action is performed.
Certain saving throws also can be used actively. Some examples: one can roll a dexterity save to catch a falling or flying object; one can make an intelligence save to remember someone's name they met yesterday; and a strength save can be used to lift heavy weight. These are just a few of the ways in which these saves can be used. Following is a list of the saves and the formulas used to calculate them. Then, each save is detailed out further.
Saving throw skills add 3% per [RANK] to the saving throw or replace the saving throw with the skill as a primary- whichever is higher. All normal rules apply.
Note that the appropriate meta level factor can be used in place of any of the italicized level factors if it is higher. This reflects the general learning and experience the character has gone through.
System Shock
System shock saving throws are made, as the name implies, whenever a great shock occurs to the character. Shock is usually from damage to the body or mind. The severity of a shock is determined by the Success Level of the System Shock roll.
The percentage of the character's HTK (if it is a physical shock) or POW (if it is a mental shock) that the character has taken influences the System Shock roll. For every 25% of the character's HTK or POW they have taken they are at -1 Success Level to their role. If a character reaches these percentages through a successive series of hits, or after a single large hit, then rolls must be made once one of the above breakpoints is passed (every 25% of HTK or POW.)
If system shock rolls are being made over time they can be influenced by activity:
Heavy Exertion (fighting, running, mage duel): -1 Success Level
Light Exertion (walking, riding, solving puzzle):+0 Success Levels
Resting: +2 Success Levels
NOTE: System state effects DO effect your save!!!! i.e. if you are taking minuses for being exhausted or wounded that does come off your system shock save!
NOTE: Once you leave one state you drop to the next state and your duration in that state is the duration you had for your initial state!
If a character who is dead recieves sufficient healing to put him past a break point (a 25% unit of their POW or HTK) or recieves an extreme shock (CPR or Electircal Shock Pads) cann roll their system shock again. Remember that they take the minus 60 from double stunned, AND their wounded and exhaustion mods!!!!
The skill that accompanies the system shock saving throw is called Resilience. It is a KIF skill.
Agility
Agility saving throws are made whenever the character's balance or flexibility is in question. To keep from falling, to attempt to reduce falling damage, to squeeze through a narrow opening, to stay on a falling or bucking horse, etc.
There are three skills that accompany the agility saving throw: balance, narrow walking, and stability. All of these skills are AGF skills. Balance is the skill of maintaining one's balance against external forces, such as gravity, or a push, or a grapple. Narrow walking is the skill of moving along stable but narrow surfaces such as a catwalk. Stability is the skill of moving along uneven and unstable terrain such as a sand dune or a steep, rocky slope.
Dexterity
Dexterity saving throws are made whenever the character has to grab, catch, or throw anything. Anything that involves hand-eye coordination, fine detail work, or careful footing dictates a dexterity save.
There are three skills associated with the dexterity saving throw: throw, catch and grab. All three of these skills are DXF.Throw is the skill of tossing or hurling objects. This is not throwing to do damage (at least not by the force of the throw). Catch is used to catch falling or flying objects within reach of the character. It does not guarantee that the character can do anything with it, or won't be hurt by it (catching a ball of plasma is not a good idea), but only that the character can lay hands on the object. Grab is used to grab onto things that are stationary, or at least relatively so- used primarily by people falling from cliffs or trees and trying to get a branch, ledge, or any other handhold.
Strength
Strength saves are fairly straight forward... whenever the character has to lift or hold onto more than the character's Total Lift Ability(TLA) he/she must make a Strength save. This includes hanging onto the edges of cliffs, holding friends who are hanging onto the edges of cliffs, and lifting friends or self up from the edge of a cliff.
There are two skills associated with strength saving throws: strength and lifting. Both of them are PCF skills.Strength is the use of your raw strength pitted against something. Holding yourself on the side of a cliff... arm wrestling someone... dragging a body... etc. Lifting is the use of strength to lift an object or objects.
Magic
Magical saves are made whenever magical force is exerted against the character. It allows the character to reduce the effect of magic upon themselves.
There is one skill associated with the magical saving throw: magical resistance. It is a KIF skill.
Willpower
Willpower saves allow the character to endure torture, extreme pain, and exhaustion. A character also uses this save to fend off possessions.
There are three skills associated with the willpower saving throw: mental resistance, endure pain, reduce exhaustion. They are all KIF skills. Mental Resistance is the use of self-discipline to force one's mind from being possessed or altered in some way. It also allows the character to continue acting despite enchantment or duress to the contrary. Endure Pain is the skill that allows characters to not be affected or be less affected by torture or wounds. Reduce Exhaustion allows the character to stay awake or continue on despite extreme fatigue or exhaustion.
Intelligence
This save is used to remember things and notice things in research. There are two skills associated with the intelligence saving throw: memory and cyphering. They are INF skills.
Memory allows the character to recall something they have heard, seen, or read before. The accuracy of the memory is dependent on the quality of the saving throw. The GM should monitor this skill carefully. Cyphering is the skill of basic mathematics and counting. Normally characters can handle their INT in number manipulation.
Discernment
Discernment saves have three main functions: they act as saves against illusion and enchantment, and they allow the character to see through deceptions.
There are two skills associated with this save: Sense Deception and Mental Defense. Both are CTF skills. Sense Deception allows the character to perceive enchantments, illusions, and guile for what they are. Mental Defense allows the user to remain sane under extraordinary mental pressure. This includes Deathfear, Dragonwill, Demons of Insanity, and Torture.
Health
This saving throw covers the body's resistance to physical threats: mainly poison and disease. The effects of the save are largely dependent on the poison or disease it is resisting. It also covers healing. A health roll is made every time a point is called for. No healing occurs if the Health save is failed. Later healing rolls are at +10%. Being overweight OR underweight can negatively impact your health save.
There are two skills associated with the health saving throw: Resist Poison, and Resist Disease. They are both KIF skills. Resist poison allows the character to lessen the effects of poison on the character's system. Resist disease does the same thing for disease. Even fatal poisons and illnesses can be survived on an excellent roll.
Contacts are people your character knew before you started running your character. Even parents have to be bought as contacts if you want them to have significant impact on your character's life.There are two sides to contacts: how friendly they are to you; and how useful(powerful) they are to you. Contacts are made using a pool of points, generated thus:
GENERAL: (AGE - 15) + 2*(LEVEL OF STATUS) + LEVEL OF WEALTH + (DSC + AUR - 20)/2
PER SKILL: (RANK - 2)SQUARED + 2
These contact points can, and should be saved for use during play. Note that contact points derived from skills should be for contacts in that field. The rest are generic....
The cost of a contact is FRIENDLINESS LEVEL * POWER LEVEL.
FRIENDLINESS LEVEL is measured on a scale of 0.5 to 20. A 0.5 is a person that sort of remembers you and would probably let you into their house. A 5 is an old college buddy who is very glad to see you and would love to have you over and even loan you a few bucks. A 10 is a wife who loves you or a best friend that would drop everything to help you out if you needed it. Above 10 is rarely seen. We enter there the realm of fanatic devotion and complete love. I have extended the scale to twenty only to be consistent and to allow for fanatic and/or extreme love, loyalty, or devotion. Alfred would be a 15 for Batman. Robin would be a 12 or an 11.
POWER LEVEL is also measured on a scale of 0.5 to 20. A 0.5 is a street person (not a thief...a bum), a bag lady, a insane person in an asylum, a cripple in a hospital, etc. A level 2 contact is a farmer, or a factory worker. A level 3 contact is a white collar worker, a desk jockey or a foreman of a crew, a level 4 contact is a junior executive...this goes on. There is a comparable scale in the thieving community, the military (a sergeant is about a level 4), the religious community, etc.