When rolling dice to determine ability
points, the first number indicates the
number of points available, the second
number indicates the maximum amount that
may be spend on any attribute.
ABILITY
POINTS
2
81/25
3
82/25
4
83/25
5
84/24
6
85/24
7
86/24
8
87/23
9
88/22
10
89/23
11
90/22
12
91/22
13
92/22
14
93/21
15
94/21
16
95/20
17
96/20
18
97/19
19
98/19
20
99/18
RACES
100%
Humans
75%
Valco
50%
Half-Elf
50%
Half-Orc
45%
Elf
45%
Orc
40%
Dwarf
40%
Frey
40%
Dover
30%
Gnome
30%
Hobbit
30%
Nightling
30%
Picker
25%
Wolfen
25%
Kalrathi
25%
Chromithian
20%
Blickish
20%
Asherake
20%
Haze
20%
Lunar
14%
Quissian
10%
Sendashi
10%
Ceptu
08%
Giant
07%
Darvoth
06%
Lycanthrope
05%
Silver
05%
Avian
04%
Aquarian
03%
Eleti
03%
Elder
03%
Luminous
02%
Stonegrunt
02%
Forester
Half-elves
100%
Sea Elf
30%
High Elf
Half-orcs
100%
Orc
30%
Hobgoblin
Elves
100%
Sea
100%
Wood
35%
High
20%
Grey
18%
Drow
Orcs
100%
Orc
35%
Hobgoblin
35%
Faust
20%
Greater Orc
Wolfens
100%
Grey
35%
Red
15%
White
Dwarves
100%
Hill
35%
Mountain
20%
Duergar
Quissians
100%
Common
05%
Royal
Kalrathi
100%
Lynx
35%
Leopard
20%
Cheetah
07%
Lion
07%
Tiger
Giants
100%
Hill
40%
Stone
35%
Fire
20%
Cloud
20%
Frost
10%
Storm
Lycanthropes
100%
Wolf
35%
Tiger
30%
Gorilla
20%
Bear
Forester
100%
Warden
05%
Druid
Players begin character generation by rolling percentile dice to determine race qualification.  Players make three rolls
to determine their race, and compare the lowest roll to the corresponding percentage on the race qualification table.  If
the character qualifies for a race that has different species he/she then rolls again to further determine the race of the
character. The player again makes three rolls to qualify for a specific species.  Ability points are then determined by
rolling four dice and dividing the numbers in half, rounding up.   These ability points are divided among the six major
characteristics:
PS MD AG MA WP EN.

PS
= Physical Strength, this ability determines how much overall strength your character possesses.  Physical
strength  determines what weapons are available to your character as well as what he or she is capable of carrying or
lifting.

MD = Manual dexterity, this ability determines how skilled your character is with the use of his or her hands.   Dexterity
plays a role in the weapons that a character may use with proficiency as well as skills that involve hand eye
coordination and ability.

AG = Agility, this ability determines how light footed and agile your character is.  Running, leaping and dodging come
under the heading of this ability.

MA = Magical Aptitude, this ability determines your character’s ability to manipulate and master mana.   Mana is the
raw energy of the universe that is channeled and focused to perform spells and rituals.  To be honest if you aren’t
interested in having an MA of 15 or higher you might as well not even consider entering a college.

WP = Willpower, this ability is the mental strength of your character.  The characters overall mental condition is
determined by this ability, his or her bravery, ability to ignore pain and distractions, resistance to mental illness and the
ability to resist magic.

EN = Endurance, this is the ability that determines how much damage your character can take before dying.  It is also
used when determining their resistance to poisons, infections and other attacks directed at the overall health of you
character.

FT = Fatigue, this ability is determined by your endurance and modified by race and other modifiers.   Fatigue is the
over all energy level of your character. Fatigue determines how much energy your character has for casting spells,
melee fighting and other actions involving stamina.

PC = Perception, this is the overall alertness of your character and how aware he or she is of their immediate
surroundings.

TMR = Tactical Movement Rate, this is the number hexes that you character may move in a pulse.  Magic and terrain
are the two most common modifies of TMR.

PB = Physical Beauty, this is the overall attractiveness of your character to members of the same species.

MR = Magical Resistance, this is your character’s ability to resist spells.   Consider it something like their built in
immune system to spells that are targeted at them.  Willpower, race and magical protection are the most common
modifiers and determining factors of one’s magical resistance.

DEF = Defense, this is your characters defense against physical attacks.   Agility, the use of a shield, combat skills and
spells most often modify and determine ones defense.