Classic EPT Character Creation
410. BASIC TALENTS
411. Strength
Description Bonus to Hit/to Damage
01-40 Weak -1/0
41-60 Average 0/0
61-80 Strong +1/0
81-95 Powerful +1/+1
96-00 Superb +2/+2
412. Intelligence
01-20 Stupid -1/-1
Unable to use EYEs and other Tech devices;
Can't use Spells higher than Group I/Universal.
21-40 Dumb 0/-1
Can't use Spells higher than Group II/Common.
41-60 Average 0/0
61-80 Smart +1/0
81-95 Brilliant +1/+1
40% to Spot Secret Doors when passing.
96-00 Genius +2/+2
60% to Spot Secret Doors when passing;
40% to Detect Traps.
413. Constitution*
01-20 Weakling
-1 to hit every second consecutive round;
-1 damage every fourth consecutive round;
30% chance of being revivified;
40% chance a Healing Spell or EYE won't work.
21-40 Puny
-1 to hit every third consecutive round;
40% chance of being revivified;
20% chance a Healing Spell or EYE won't work.
41-60 Average
50% chance of being revivified;
20% chance a Healing Spell or EYE won't work.
61-80 Healthy (+1 hits)
60% chance of being revivified.
81-95 Very Healthy (+2 hits)
60% chance of being revivified.
96-00 Robust (+3 hits)
90% chance of being revivified;
+1 to effect of Healing Spell or EYE.
414. Psychic Ability
01-20 Non-Psychic
+1 to Roll for Saving against Spells and Eyes.
21-40 Barely Psychic
41-60 Average
61-80 Somewhat Psychic
+5% to chance of Spells working.
81-95 Quite Psychic
+10% to chance of Spells working.
96-00 Highly Psychic
+15% to chance of Spells working.
415. Dexterity
01-20 All Thumbs -1/-1
20% chance to hit wrong target.
21-40 Clumsy -1/0
10% chance to hit wrong target.
41-60 Average
61-80 Clever +1/0
81-95 Dexterous +1/+1
96-00 Agile +2/+1
Guile*
01-20 Gullible -2/0
60% chance of revealing secrets at wrong time.
21-40 Naive -1/0
40% chance of revealing secrets at wrong time.
41-60 Average 0/0
61-80 Sharp +1/0
81-95 Cunning +1/+1
10% chance to detect unseen danger.
96-00 Devilish +2/+1
20% chance to detect unseen danger.
416. Comeliness
01-10 Hideous
Ugly enough to frighten your own mother.
11-20 Ugly
21-50 Average
51-70 Good looking
71-80 Very good looking
81-90 Handsome/Beautiful
91-95 Very Handsome/Beautiful
Turns heads and/or attracts offers of union.
96-00 Wildly Handsome/Gloriously Lovely
Must avoid being stolen by slavers or being carried off by
religious groups for orgies.
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420. ORIGINAL SKILLS
01-35 Choose one skill from Group 1
36-60 Choose one from Group 1 and one from group 2
61-80 Choose one skill from each of the three Groups
81-90 Choose two skills from Groups 1 & 2 and one from Group 3
91-95 Choose three from Group 1, and two from Groups 2 & 3
96-00 Choose four from Group 1 and three from the other two Groups
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Group 1: Plebeian Group 2: Skilled Group 3: Noble
Baker Animal-trainer Alchemist
Barber Bird-trainer Artist-sculptor
Bootmaker Fletcher Assassin-spy-tracker
Bricklayer Hunter Astronomer-navigator
Butcher Jeweler-goldsmith Author
Carpenter Mountaineer Botanist
Carpet-maker Sailor Courtesan/Don Juan
Cook Scribe-accountant Dancer
Dyer Ship-builder Engineer-architect
Farmer Ship-Captain Geologist
Fisherman Slaver Interpreter
Glass-blower Smith-armorer Mathematician
Grocer Swimmer-diver Musician
Mason Wheelwright Orator
Merchant Physician
Miner Poet
Paper-ink maker Scholar
Perfumer
Potter
Rope & Net maker
Sail maker
Tailor
Tanner
Weaver
Wine-maker
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430. SPECIFIC PROFESSIONAL SKILLS
01-20 Choose any 2 skills from the first 3
21-50 Choose any 3 skills form the first 4
51-80 Choose any 4 skills form the first 5
81-95 Choose any 5 skills from the first 6
96-00 Choose any 5 skills from the first 7
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Warriors: Priests: Sorcerer:
Spearman Know 2 modern Languages Control of Self
Mace/Flail user Know 2 ancient Languages Illusionist
Axeman Can produce Light Clairaudience
Swordsman Detect Evil/good Clairvoyance
Slinger Cure Light Wounds Telekinesis
Bola-slinger ESP Astrologer
Crossbowman Telepathy Medium
Bowman Protection from Evil/Good Nature Control
Broadsword & Daggerman Control Person Control Person
Sapper Remove Curse Necromancer
Catapult-artilleryman Revivify Control Underworld Creatures
Strategist
*Adventurer:
Spearman
Knows 2 Modern Languages
Control of Self
Mace/Flail User
Knows 2 Ancient Languages
Illusionist
Axeman
Can Produce Light
Clairaudience
Detect Good/Evil
Clairvoyance
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Modern Languages: Ancient Languages:
Tsolyani Milumanayani Classical Tsolyani Engsvanyali
Salarvyani Pechani Ancient Salarvyani Llyani
Mu'ugalavyani Ghatoni The Tongue of the Priests of Ksarul
Livyani Mihalli
Yan Koryani N'lyssa (Dragon Lord Tongue)
Saa Allaqiyani Tsaqw (Ancient Yan Koryani)
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Warriors:
Can use any Weapon.
Can use any Armour.
Does full damage with physical weapons.
Cannot normally be taught "Magic".
Can use most "Magic"/Tech Items
Priests:
Can Only use Blunt weapons.
Can use any Armour.
Does reduced damage with physical weapons. (one level less)
Can be taught "Magic"
Can use most "Magic"/Tech Items
Sorcerers:
Can only use dagger or smaller sized weapons.
Can only wear Leather or less Armour. (AC 7)
Does reduced damage with physical weapons. (two level less)
Can be taught "Magic"
Can use most "Magic"/Tech Items
*Adventurer:
Can use any Weapon.
Can use any Armour.
Does reduced damage with physical weapons. (one level less)
Can be taught "Magic"
Must learn 6 Group I spells before Group II can be learned.
Must learn 8 Group II spells before Group III can be learned.
Can use most "Magic"/Tech Items
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Acquisition of Bonus Spells
Choose |Roll for Level:
One from |2 3 4 5 6 7 8 9 10 Up
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Group I |80 70 60 50 40 30 20 10 05 0
Group II |90 80 70 60 50 40 30 20 10 5
Group I & II | 90 80 70 60 50 40 30 20 10
Group III | 90 80 70 60 50 40 30 20
Group II & III | 90 80 70 60 50 40 30
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Hit Dice (D6) + any Bonus
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Lvl Warrior Priest Sorcerer Adventurer*
1 1+1 1 1 1
2 2 1+3 1+2 1+3
3 3 2+1 2 2+1
4 4+1 3+3 3 3+3
5 5+1 4+1 3+3 4+1
6 6+2 5 4 5
7 7+1 6 5 6
8 8+2 7 6+1 7
9 9+3 8+1 7+1 8+1
10 10+4 9+1 8+1 9+1
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Saving Throws by Profession (roll equal or above target number on D20)
Profession Poison Spells Para/Hypn Eyes
W 1 - 3 12 16 13 15
S/P 1 - 4 13 15 14 14
W 4 - 6 10 14 12 13
S/P 5 - 7 11 12 13 12
W 7 - 9 08 11 10 11
S/P 8 - 10 09 09 11 10
W 10 & Up 07 10 09 10
S/P 11 & Up 08 07 10 07
W = Warrior
S = Sorcerer
P = Priest & Adventurer*
*Indicates a Variant from The Dragon Magazine #31.