From: [r--dd--n] at [ttidca.TTI.COM] (John Redden)

Subject: Other Suns # 2



------------------ OS.2 ----------------------------------------



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----------------  end of preamble -------------------------------------------



OTHER SUNS: CHAPTER 2  COPYRIGHT 1982, 1989 by N. C. Shapero



                      CHARACTERISTICS

  

  To create an Adventurer, the player rolls dice for each 

  of  the following characteristics.  This  provides  the 

  basic parameters of the Adventurer's development.   The 

  die  rolls  given are for  humans.   Other  intelligent 

  races  may  use  different die rolls  for  the  various 

  characteristics.   These differences are dealt with  in 

  CHAPTER 4, INTELLIGENT SPECIES.

  

  1.  Strength  (STR):   helps  determine  the  damage  a 

  character  does, how much equipment he can  carry,  and 

  what  weapons  he may use.  Strength can  be  increased 

  through  training up to the rating for the  character's 

  Constitution  or  Size, which ever is  larger.   Humans 

  roll for strength on 3D6.

  

  2.  Intelligence  (INT):   the character's  ability  to 

  deal  with abstractions and to learn  from  experience.  

  Intelligence  for humans in the general  population  is 

  rolled on 3D6.  However, adventurous characters --  the 

  spacers, the scientists, the space merchants -- are all 

  a cut above average.  Thus all human adventuring  char-

  acters  (i.e.  all player run humans) roll for  INT  on 

  2D6+6.

  

  3.  WILL  (WIL):  the character's strength of will  and 

  ego  --  an important factor in the ability  to  resist 

  and/or power certain kinds of psionic attack and possi-

  bly  to affect the world through direct force  of  will 

  (see CHAPTER 7, PSIONICS AND THE USE OF WILL).  Will is 

  also  a  measure  of the  char  acter's  overall  self-

  confidence.  Will can be increased through training  up 

  to the species maximum.  Humans roll for Will on 3D6.

  

  4.  Constitution  (CON):  the character's  health.   It 

  helps  de  termine how much punishment  (in  combat  or 

  otherwise)  a character can take before he dies.   Con-

  stitution  can be increased through training up to  the 

  maximum of Strength or Size.  Constitution is rolled on 

  3D6  for  humans in the general  population.   However, 

  adventurous characters -- the spacers, the  scientists, 

  the space merchants, are all a cut above average.  Thus 

  all adventuring characters (i.e. all player run charac-

  ters) roll for CON on 2D6+6.

 



  5.  Endurance (END):  the character's ability to  with-

  stand  pain  and to engage in  strenuous  activity  for 

  prolonged periods of time.  Endurance is also a  factor 

  in determining how much physical punishment a character 

  can take.  Endurance can be  increased through training 

  up  to species maximum.  Humans roll for  endurance  on 

  4D10.

  

  6.  Dexterity  (DEX):  the character's ability to  move 

  quickly  and  accurately.  Dexterity may  be  increased 

  through  training up to species maximum.   Humans  roll 

  for dexterity on 3D6.

  

  7.  Charisma  (CHA):  the character's ability to  lead.  

  It  is the ability to say "follow me" and find  oneself 

  leading a charge.  Charisma is subject to change  (both 

  up  and down) depending upon the success or failure  of 

  previous ventures.  Humans roll for charisma on 3D6.

  

  8.  Length  (LEN):   the height of  the  character,  in 

  centimeters (1 inch = 2.54 centimeters; 1 centimeter  = 

  0.394  inches).   This  characteristic  determines  the 

  reach  of the character.  It also helps  determine  the 

  overall  body  mass of the char  acter,  the  principal 

  factor in the amount of total damage the character  can 

  take before dying.  It is assumed that all  Adventurers 

  have reached their full growth prior to entering  play, 

  so  this  characteristic  cannot  increase  during  the 

  course  of the characters career.  Humans roll for  LEN 

  on  110+6D20 for male characters, and on  100+6D20  for 

  female characters.

  

  9.  Build  (BLD):  the massiveness of  the  character's 

  bone struc ture -- indicating how stocky, and how bulky 

  the  Adventurer's body is -- the higher the  roll,  the 

  stockier  the  build.   It is an  important  factor  in 

  determining  the  overall size of  the  character  (and 

  hence  his ability to withstand damage).  This  charac-

  teristic may only change by one point from the original 

  roll  once the Adventurer has begun his career.   Human 

  males  roll for BLD on 3D6, human females roll for  BLD 

  on 3D4+1.

 



  10. Telepathic Strike Capability (TSC):  the measure of 

  the  character's ability to launch telepathic  attacks, 

  to  probe minds, and to handle psionic devices.   There 

  is  no  species  maximum for TSC and no  limit  to  the 

  amount of training that may be applied towards increas-

  ing this characteristic. Humans roll for TSC on  1D6-5. 

  Characters  with TSC less than or equal to 0  are  non-

  telepathic (though they may be trained).

  

  11. Telepathic  Resistance (TPR):  the measure  of  the 

  character's  resistance  to telepathic probes  and  at-

  tacks.   There  is no species  maximum  for  telepathic 

  resistance,  and  TPR  may be  trained  without  limit.  

  Humans roll for telepathic resistance on 1D4+1.

  

  *******************************************************

       To  provide a running series of examples  for  the 

  reader  we will be presenting the tale of  Mikhail  An-

  dreivitch throughout this book.  For now, let's roll up 

  his characteristics...

  

  STR=12--A high average STR, allowing Mikhail to  handle 

  most  weapons without penalties.  See CHAPTER 10,  COM-

  BAT, for more details on the precise limits involved.

  

  INT=17--An  excellent roll.  As will be seen later,  it 

  gives  him a number of advantages in gaining  expertise 

  in  skills.   His  starting skills will  also  be  much 

  improved  (see CHAPTER 6, PREVIOUS EXPERIENCE) by  this 

  high intelligence.

  

  WIL=9--A  below  average roll.  So Mikhail's  force  of 

  will  and  strength of ego are, perhaps, a  little  bit 

  below average, but not enough to cause him any  serious 

  difficulty.  However, his WIL score is sufficiently low 

  that  he might as well give up any hope  of  developing 

  anything  of the psionic "wild talents" until  his  WIL 

  score can be improved (see CHAPTER 8, PSIONICS AND  THE 

  USE OF WILL for more details).

  

  CON=9--A  below average roll.  And Mikhail  Andreivitch 

  will  be  somewhat vulnerable to  disease  and  poison.  

  Obviously, the Man of Steel he is not.

 

  

  END=22--A strictly average roll.  So Mikhail is able to 

  take just about as much pain as the next person  before 

  passing out, and of working just about as hard (STR and 

  CON permitting).

  

  DEX=18--The highest roll for a Human.  Obviously,  what 

  Mikhail lacks in bodily strength and toughness, he more 

  than  makes  up for in speed and agility.  He  will  be 

  able to use all equipment and weapons a bit better than 

  average  as  a result of his quick reflexes  and  great 

  agility.

  

  CHA=13--At  this point, Mikhail is a bit above  average 

  as a leader.  This has nothing to do with his looks.

  

  LEN=180--Mikhail  is 180 centimeters tall,  or  roughly 

  5'11".

  

  BLD=9--Mikhail  is not particularly heavily boned,  but 

  he is no lightweight either -- just on the low side  of 

  average.

  

  TSC=1--Mikhail is an active telepath, though a poor one 

  by  the  standards of the era.  His range  is  only  10 

  meters,  and he has a 10% chance of communicating  with 

  another equally adept telepath.

  

  TPR=3--A  typical  average telepathic  resistance.   So 

  Mikhail, though telepathic himself, has no particularly 

  great  resistance to telepathic probes and/or  attacks.  

  Yet.

  

  MIKHAIL'S POTENTIAL INCREASES

  

  STR--Mikhail's STR can be increased to 20 (his SIZ).

  

  INT--Failing  some incredible miracle, Mikhail will  be 

  stuck with his current INT (not that he would complain, 

  mind you)

  

  WIL--This characteristic may be increased up to species 

  maximum eventually, though Mikhail has a long way to go 

  here.

 



  CON--Mikhail may increase his CON, as explained  later, 

  to a maximum of 20 (his SIZ).

  

  END--This  attribute  can be increased to  the  species 

  maximum,  as explained later, though in Mikhail's  case 

  it would take many months of training to do so.

  

  DEX--This  attribute  can be increased to  the  species 

  maximum, as explained later.

  

  CHA--As  shown later, Mikhail's CHA will rise and  fall 

  with events.

  

  LEN--As  with  INT, Mikhail is stuck with  his  current 

  length.   He is assumed to have finished his growth  by 

  the time he enters play.

  

  BLD--Though difficult, it would be possible for Mikhail 

  to change his BLD by 1 point (either up or down).   See 

  Increasing  Characteristics later in this  chapter  for 

  further details.

  

  TSC--The sky is the limit for Mikhail in this area.

  

  TPR--Here again, the sky is the limit, though  training 

  this characteristic is both expensive and time  consum-

  ing.

  *******************************************************

 



  MAXIMUM AND MINIMUM CHARACTERISTICS

  

  No characteristic save TSC and TPR may be increased  by 

  any  means  save cyborging (see CHAPTER  12,  HEGEMONIC 

  TECHNOLOGY)  beyond the maximum amount rollable on  the 

  characteristic  dice  plus the number  of  dice  rolled 

  (plus  one if an adder is present).  Thus a  human  may 

  not  have  a dexterity higher than 21  (=18+3),  and  a 

  Korli  with  dexterity rolled on 3D6+6 may not  have  a 

  dexterity higher than 28 (= 24 + 3 + 1).



  The  minimum characteristic possible for any reason  is 

  the  number  of dice rolled (for example, 3  for  human 

  CON).   No  characteristics  save END and  WIL  may  be 

  reduced  below this point voluntarily.  If WIL  is  re-

  duced  below zero, however, the character dies, and  no 

  amount of medical assistance will prevent his death  or 

  later restore him to life.

  

                    COMPUTED CHARACTERISTICS

  

  SIZE  (SIZ):  This is a combined indicator of the  mass 

  and bulk of the character.

  

       SIZ = (LEN/10) + (BLD/3) - 1

  

  where  fractions  are rounded up to  the  next  largest 

  whole number.  

  

  *******************************************************

  Mikhail's SIZ = (180/10) + (9/3) - 1 = 18 + 3 - 1 = 20.

  *******************************************************

  

  MASS  (MAS): The total mass of the character (in  kilo-

  grams).

  

       MAS = (SIZ3)/100

  (cube  the  size, and divide the result by  100).   One 

  kilogram  mass  equals 2.2  pounds weight (in a  1  gee 

  gravitational field).

   

  *******************************************************

  Mikhail's  MAS  = (20 * 20 * 20)/100 =  8000/100  =  80 

  kilograms (a fairly hefty 176 pounds in a 1 gee field).

  *******************************************************

 

 

  HIT  POINTS (HIT):  Hit points are the measure  of  how 

  much  damage  the character can take  before  he  dies.  

  Total hit points are determined as follows:

  

       (1) multiply SIZ by 2/3, and take the next  largest 

           whole number;

  

       (2) multiply  CON by 1/3, subtract 3, and take  the 

           next largest whole number;

  

       (3) multiply  END by 1/4, subtract 5, and take  the 

           next largest whole number;

  

       (4) multiply  WIL by 1/8, subtract 1, and take  the 

           largest whole number LESS THAN this value.

  

       (5) add  the  results of calculations  (1)  through 

           (4); the result is the total hit points for the 

           character.

  

  *******************************************************

       Mikhail is SIZ 20:  calculation 1 yields 20 x  2/3 

  or  40/3 which equals 13 1/3.  The next  largest  whole 

  number  is  14.   Mikhail's CON is  9:   calculation  2 

  yields  (9/3) - 3 = 0.  Mikhail's END is 22:   calcula-

  tion  3 yields (22/4) - 5 or 5.5 - 5 = 0.5, and  taking 

  the  next largest whole number yields a result of 1  in 

  this calculation.  His WIL is 9:  calculation 4  yields 

  (9/8) - 1 or 1/8, which rounds down to 0.  Thus Mikhail 

  will  have 14 + 0 + 1 + 0 hit points for a total of  15 

  hit points.

  *******************************************************

  

  DAMAGE (DAM):  Damage represents the ability to combine 

  strength and mass to do more damage to an opponent than 

  is ordinarily done by a hand to hand or natural weapon.

  

           STR+SIZ        ADDED DAMAGE     ADDED DAMAGE

                        (melee weapons)  (thrown weapons)

  

            01-15            -1D4             -1D4

            16-31              0                0

            32-41            +1D4             +1D2

            42-50            +1D6             +1D3

            51-58            +1D8             +1D4

            59-66            +2D6             +2D3

  

            Each further +8  +1D6             +1D3

  

  *******************************************************

       Mikhail  has  a SIZ of 20, and a STR  of  12,  for 

  total  of 32.  Thus, consulting the table, we see  that 

  he has a damage bonus of +1D4.

  *******************************************************

 



  LUCK (LUC)

  

  Luck  may  be described as the ability to fall  into  a 

  compost heap and find a diamond.  Unlike most the other 

  abilities  listed,  Luck is given as a  straight  point 

  value.   Depending  upon the difficulties or  the  odds 

  involved,  a  player will have roll at  or  below  some 

  multiple (between one and six) for this  characteristic 

  on  1D100  in order to have "made a luck  roll".   This 

  procedure  is  refered to elsewhere in the rules  as  a 

  "characteristic roll" (in this case, for LUC).

  

       LUC = (INT + WIL) / 2

  

  where  fractions  are rounded up to  the  next  largest 

  whole number.  

  

  *******************************************************

  Mikhail has a luck of 13, computed as follows:

       (INT + WIL)/2 = (17 + 9)/2 = 26/2 = 13.

  Mikhail's  high intelligence more than compensates  for 

  his below average will, resulting in a luck value of 13 

  (well above average).

  *******************************************************

  

                        ABILITIES BONUSES

            AND HOW CHARACTERISTICS INFLUENCE THEM

  

  Each character has various skills which he will be able 

  to improve through training and experience; his charac-

  teristics  will influence how well he will do  in  each 

  category of skill.

  

  Positive modifiers add to the category bonus,  negative 

  modifiers  subtract  from  the  characteristic   bonus.  

  Primary  modifiers modifiers add (subtract)  twice  the 

  characteristic  value  to (from)  the  category  bonus.  

  Secondary  modifiers add (subtract) the  characteristic 

  value to (from) the category bonus.  Tertiary modifiers 

  add  (subtract)  one half the characteristic  value  to 

  (from) the category bonus.

  

  All  primary,  secondary,  and  tertiary  positive  and 

  negative  modifiers are added, then the Finagle  Factor 

  is then added to the result to give the final  category 

  bonus;  the Finagle Factor has been defined so  that  a 

  typical  Human  character  will have  a  zero  category 

  bonus.

 



  ACCURACY (ACC)

  

       Accuracy  measures  the  ability  to  handle  aimed 

  weapons (such as bows, crossbows, pistols, and rifles).

       Positive Primary Modifiers:   INT, DEX

       Positive Secondary Modifiers: WIL

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:               -52

  

  *******************************************************

  Mikhail  has  an accuracy bonus of  +27%,  computed  as 

  follows:

            2 x INT =    34

            2 x DEX =    36

            1 x WIL =     9

            ===============

            Subtotal=   +79

            Finagle =   -52

            ===============

            Total   =   +27

  Obviously, Mikhail is a natural rifleman...

  *******************************************************



  ATTACK (ATT)

  

  Attack  measures  the  adventurer's  added  ability  to 

  strike  at an opponent with a hand to hand  or  natural 

  weapon (hands, teeth, feet, etc).

  

       Positive Primary Modifiers:   INT, DEX

       Positive Secondary Modifiers: STR, WIL

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:               -63

  

  *******************************************************

  Mikhail  has an attack bonus of +28%, computed as  fol-

  lows:

            2 x INT =    34

            2 x DEX =    36

            1 x STR =    12

            1 x WIL =    +9

            ===============

            Subtotal=   +91

            Finagle =   -63

            ===============

            Total   =   +28

  *******************************************************

 



  DODGE (DOD)

  

  The Dodge is adventurer's ability to avoid being  where 

  an  attack is directed.  The dodge ability, unlike  the 

  Martial  Arts  Evasion skill (described  in  detail  in 

  CHAPTER 5, SPECIALTIES AND SKILLS), may not be used  to 

  avoid attacks with most modern high velocity or  energy 

  weapons  (it may be applied against the taser  and  the 

  shoulder  fired  rocket, both described in  CHAPTER  9, 

  COMBAT  SKILLS).   In addition, it may not  be  applied 

  against  area effect weapons (such as hand grenades  -- 

  also  described  in CHAPTER 9).  In  addition,  if  the 

  adventurer  is immobilized, unconscious, or  surprised, 

  his dodge ability may not be employed.

  

  A  negative  value  for the natural  dodge  ability  is 

  treated as a zero dodge ability in combat (thus, it  is 

  no  easier than normal for the attacker to hit a  crea-

  ture with a negative dodge ability).

  

  How the Dodge Works

  

  Applied versus a Single Opponent's Single Attack

  

  An attacker must subtract the defender's Dodge  ability 

  from  his attack, PROVIDED that the defender could  see 

  the attack coming.  If an opponent has a dodge  ability 

  of  14%, and the attacker has a 47% chance  of  hitting 

  with  a  broadsword, then the attacker has only  a  33% 

  chance of hitting that opponent with his attack.

  

  Applied versus Multiple Opponents

  

  When  facing  several foes or multiple attacks  from  a 

  single  opponent  in one melee round, a  character  may 

  apply  all  of his Dodge ability  against  against  one 

  attack, hoping the all other attacks will miss,  divide 

  his  Dodge among the attacks of all the  opponents,  or 

  dodge some, but not all of his foes' attacks.

  

  Thus, a character with a 40% Dodge against four attack-

  ers  each of whom is attacking once in the melee  round 

  may apply all of his Dodge against one, or put whatever 

  Dodge he wishes against each foe, so long as the  total 

  Dodge  applied against all attacks in that melee  round 

  totals no more than 40%.

 



  How Dodge is Increased

  

  As  a  character's  DEX or WILL  increases,  his  Dodge 

  ability  will  also increase.  And each time  that  his 

  Dodge  saves  him from an attack (i.e. the use  of  the 

  Dodge  ability resulted in an attack failing  where  it 

  would  otherwise have succeeded) the adventurer  has  a 

  chance  of increasing his Dodge ability by 1D10%.   The 

  player  must roll the INT of the character or  less  on 

  1D100  in  order  for the  Dodge  ability  to  increase 

  through use.  This roll may be attempted once for  each 

  successful  use of the Dodge ability during the  course 

  of an expedition, though the Dodge ability may only  be 

  increased  once per expedition.  (Thus if  Mikhail  An-

  dreivitch  used  the Dodge ability three  times  in  an 

  expedition,  the  player running this  character  would 

  have  three opportunities to roll 17 or less on  1D100.  

  And  even  if two of those rolls were made,  the  Dodge 

  ability would only improve once for this expedition, by 

  1D10 percentile points).

  

  NOTE:   This  rule is in total contrast  to  the  usual 

  experience increasing rules shown elsewhere.

  

  If  a  character  has no natural Dodge,  it  cannot  be 

  improved by this method until, through increase in  DEX 

  and/or WIL, the character acquires a Dodge ability.

  

       Positive Primary Modifiers:   INT, DEX

       Positive Secondary Modifiers: WIL

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: BLD

       Negative Primary Modifiers:   (none)

       Finagle Factor:                 -42

  

  *******************************************************

  Mikhail has a dodge bonus of +28%, computed as follows:

            2 x INT =    34

            2 x DEX =    36

            1 x WIL =    +9

            ===============

            Subtotal=   +79

           -1 x BLD =     9

            Finagle =   -42

            ===============

            Total    =   28

  *******************************************************

 



  KNOWLEDGE (KNO)

  

  Knowledge  includes all formal "book"  learning.   Thus 

  all  of the scientific fields will be included in  this 

  category,  as well as such skills as speaking,  reading 

  and writing languages.

  

       Positive Primary Modifiers:   INT

       Positive Secondary Modifiers: WIL

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:               -31



  *******************************************************

  Mikhail  has  a knowledge bonus of  +12%,  computed  as 

  follows:

            2 x INT =    34

            1 x WIL =     9

            ===============

            Subtotal=    43

            Finagle =   -31

            ===============

            Total    =   12

  *******************************************************

  

  MANIPULATION (MAN)

  

  This  is the ability to work with small  and  intricate 

  things  as  well as the ability to control  large  (and 

  perhaps unwieldy) objects or vehicles.

  

       Positive Primary Modifiers:   INT, WIL

       Positive Secondary Modifiers: STR, DEX

       Positive Tertiary Modifiers:  DEX

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:               -68

  

  *******************************************************

  Mikhail  has a manipulation bonus of +23%, computed  as 

  follows:

            2 x INT =    34

            2 x WIL =    18

            1 x DEX =    18

            1 x STR =    12

            1/2xDEX =     9

            ===============

            Subtotal=   +91

            Finagle =   -68

            ===============

            Total    =   23

  *******************************************************

 



  OBSERVATION (OBS)

  

  Observational abilities allow the individual to  detect 

  and properly interpret subliminal sensory clues and  to 

  jump  directly  from the uncertain observation  to  the 

  foregone conclusion, and to do so without error.



       Positive Primary Modifiers:   INT, WIL

       Positive Secondary Modifiers: (none)

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:               -42

  

  *******************************************************

  Mikhail  has an observation bonus of +10%, computed  as 

  follows:

            2 x INT =    34

            2 x WIL =    18

            ===============

            Subtotal=   +52

            Finagle =   -42

            ===============

            Total    =   10

  *******************************************************

  

  PARRY (PAR)

  

  To parry is to interpose a shield and/or weapon in  the 

  path  of  an attacking weapon in order to  deflect  its 

  blow harmlessly to one side.

  

       Positive Primary Modifiers:   DEX

       Positive Secondary Modifiers: WIL

       Positive Tertiary Modifiers:  STR, INT

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: SIZ

       Negative Primary Modifiers:   (none)

       Finagle Factor:                 -22

  

  *******************************************************

  Mikhail has a parry bonus of +18%, computed as follows:

            2 x DEX =    36

            1 x WIL =     9

            1/2xSTR =     6

            1/2xINT =     8.5

            =================

            Subtotal=    59.5

           -1 x SIZ =   -20

            =================

            Subtotal=    39.5

            Finagle =   -22

            =================

            Total    =   17.5; the next largest whole number 

  is 18.

  *******************************************************

 



  PERSUASION (PER)

  

  The persuasion ability modifies those skills related to 

  the swaying of a crowd through voice and through  force 

  of  personality towards whatever goals  the  adventurer 

  wishes.

  

       Positive Primary Modifiers:   (none)

       Positive Secondary Modifiers: WIL, CHA

       Positive Tertiary Modifiers:  CHA, INT

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: (none)

       Negative Primary Modifiers:   (none)

       Finagle Factor:                 -32

  

  *******************************************************

  Mikhail  has  a persuasion bonus of  +5%,  computed  as 

  follows:

            1 x WIL =     9

            1 x CHA =    13

            1/2xCHA =     6.5

            1/2xINT =     8.5

            =================

            Subtotal=    37

            Finagle =   -32

            ===============

            Total    =    5

  *******************************************************

  

  STEALTH (STE)

  

  This  is the measure of the character's ability to  act 

  surreptitiously and without detection.

  

       Positive Primary Modifiers:   INT, DEX

       Positive Secondary Modifiers: (none)

       Positive Tertiary Modifiers:  (none)

       Negative Tertiary Modifiers:  (none)

       Negative Secondary Modifiers: WIL

       Negative Primary Modifiers:   SIZ

       Finagle Factor:                 +9

  

  *******************************************************

  Mikhail  has a stealth bonus of +30%, computed as  fol-

  lows:

            2 x INT =    34

            2 x DEX =    36

            ===============

            Subtotal=    70

           -1 x WIL   =  -9

           -2 x SIZ =   -40

            ===============

            Subtotal=    21

            Finagle =     9

            ===============

            Total    =   30

  *******************************************************



                    (End of Chapter 2)