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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