Core Book One: D30 Basic

(Player's Guidebook)


CHAPTER ONE: Character Basics

         The basics of all player characters are 1) attributes, 2) light structure points, and 3) general details. We shall discuss each of these basic points individually. The Game Lord has final say on all character abilities and details.



PART A: ATTRIBUTES

          All characters have ten ability scores which determine their mental and physical capabilities. These ten abilities are INT (intelligence), IE (intellectual endurance), CA (charismatic affinity), STR (strength), PD (physical dexterity), END (endurance), COM (comeliness), FOR (fortune), PSI (psionics), and RUN (running).
          Each attributes value is determined by rolling 3D8 (three eight sided dice) and adding up each result. Example: The player rolls a 5 on the first die, a 4 on the second, and a 3 on the third. The total is 12 for that attribute. Roll for each attribute separately and record your scores on either a sheet of paper that will act as the character sheet for your character, or use the copy of the character record sheet, and record the results in the spaces provided. If the player rolls 24 (a roll of eight on each of the three dice), then a 1D6 is rolled and the result is added to the attributes score. Maximum basic attribute scores for characters is 30. Attribute scores can exceed 30 by various means, magic, technology, etc., but the basic scores cannot.
          After all the attribute scores have been rolled up the player may exchange scores among them. This is done by switching one score for another. Example; A player rolls up a 6 for his character’s strength, and a 16 for his character’s comeliness. The player decides to switch the two, and now his character’s strength is a 16 and the character’s comeliness is a 6. The moving around of ability scores may only be done during this phase of the character’s development. Once this step is passed the attributes must remain as they are.


INTELLIGENCE: (INT)

          This is a character’s ability to learn new skills as well as advance in old ones. The percentage of advancement in a particular skill per level, is equal to the character’s INT score divided by 6 (round all fractions down). Example; A character with an INT score of 12 has a skill advancement of 2% per level (12 divided by 6 equals 2) in each of the skills the character has.
          In order to achieve new skills a player must roll equal to or lower than his skill roll on a 1D30. The skill roll is equal to the character’s INT. Example; A character with an INT score of 9. The player needs to roll 9 or lower on 1D30 to acquire his character’s new skill. The character may attempt to learn a new skill once every three levels of experience.

INTELLECTUAL ENDURANCE: (IE)

          This is the will power of the character and the ability of the character to fight off magical or psionic mind attacks. Basically IE represents a character’s saving throw ability against mind attacks. The character’s IE is added to 40, this is the character’s saving throw vs. mind attacks expressed as a percentage. For example; A character is attacked by a psionic using a mind attack. The character has an IE of 12, added to 40 is 52. So he will have a saving throw of 52% against the attack.

CHARISMATIC AFFINITY: (CA)

          This is the ability to charm/impress another individual, or to intimidate/seduce another. The chance of success for this ability is the CA score multiplied by 4. For example; A CA of 12 would give a character a 48% chance of success (12X4=48).

STRENGTH: (STR)

          This is the ability to carry/lift objects and equipment. A player takes his character’s strength score and multiplies it by 10. This is the amount in pounds a character can bench press, that number doubled is the amount he may carry. For example; A character has a strength of 6, he may press 60 pounds and carry 120 pounds. This ability is also used to modify damage inflicted by hand held melee weapons. It also is used to modify a character’s damage inflicted by hand held melee weapons. It also is used to modify a character’s ability to hit using hand held melee weapons. Use the following chart to determine the bonuses (if applicable) of your character.

CHART: A1 STRENGTH BONUSES TO HIT AND DAMAGE
SCORE DAMAGE MODIFIER TO HIT MODIFIER
16-17 +1 NIL
18-20 +2 +1
21-23 +3 +2
24-26 +4 +3
27-29 +5 +4
30 +6 +5

To use the above chart simply compare the strength score of your character to the score listed on the chart. If your score does not appear on the chart then your character does NOT receive a bonus, unless your character’s score is above the scores on the chart then the creature compendiums’ expanded strength chart should be consulted.

PHYSICAL DEXTERITY: (PD)

          This is a character’s agility and prowess. Through this ability a character is agile or clumsy depending on his score. The following chart lists the character’s bonuses or penalties to hit, parry, roll, and dodge. These 4 moves were chosen because they are the most basic moves used in combat. Their application during play will be discussed later in the combat section.

CHART: A2 PHYSICAL DEXTERITY BONUSES & PENALTIES
SCORE TO HIT MODIFIER PARRY MODIFIER DODGE ROLL
3 -2 -2 -3 -2
4-7 -1 -1 -2 -1
8-12 NIL NIL NIL NIL
13-15 +1 +1 NIL +1
16-18 +1 +2 +1 +2
19-22 +2 +3 +1 +2
23-26 +2 +3 +2 +2
27-30 +3 +4 +3 +3

          To use the above chart simply compare your character’s PD score with the score listed on the chart. The bonuses or penalties listed in the adjacent columns to the character’s score as per the chart are the modifiers for your character.

ENDURANCE: (END)

          This is a character’s physical structure and constitution. It is his ability to withstand poisons, physical blows, and damage to his body. The Character's base LSP is equal to his END score plus the LSP rolled as per his character class template type.
          A character also gets an LSP bonus per level of experience. His light structure point bonus is equal to his END score divided by 5 (round all fractions down). His endurance also gives him a physical saving throw vs. system shock. To determine his saving throw, take the character’s END score and add it to 40. This is the percentage chance of success. For example; A character with an END of 9 will have a 49% chance of successfully saving against a system shock (9+40=49).

COMELINESS: (COM)

          This is a character’s physical attractiveness. It is simply the percentage of attractiveness a character possess. The percentage is equal to a character’s COM score plus 40. For example; A character with a score of 12 would have an attractiveness of 52% (12+40=52).

FORTUNE: (FOR)

          This is a character’s luck. This ability is used to find secret doors, get out of a tight fix, or come across some outrageous item. Luck is determined by adding a character’s INT score and FOR score. This is the percentage chance a player has to make his roll. For example; A player with an INT of 10 and a FOR of 15 has a 25% chance of making his luck roll.

PSIONIC POTENTIAL: (PSI)

          This is a character’s psionic points and determines whether or not a character has psionic ability. A character must have a score of 15 or better all scores lower than 15 are considered non-psionic.

RUNNING: (RUN)

          This is a character’s sheer speed while running. It is simply the character’s RUN score times ten. This is the number of yards per minute the character can travel while running.