Persons (which include normal humans and other player characters) have the following mind characteristics, which are independent of each other but must be whole numbers:
Intelligence
Wisdom
Charisma
Calculated characteristics
The following characteristics are calculated from the determinants above. For use in play round to the nearest whole number if necessary (round halves or more up, not down, for this purpose).
Intelligence Modifier equals Intelligence minus five
Wisdom Modifier equals Wisdom minus five
Charisma Modifier equals Charisma minus five
Mind Points equal the average of Intelligence, Wisdom and Charisma
Base Will Save Bonus equals one-third of the average of Intelligence, Wisdom and Charisma
The functions of ability modifiers are described in the relevant section. Mind Points are not yet in play. Will saves are described in the Combat Statistics section.
Feats
Persons can have mind feats from the following list (subject to any prerequisites and take-multiple-times rules for individual feats):
Alertness
Animal Affinity
Deceitful
Diligent
Improved Initiative
Indomitable Rage
Investigator
Iron Will
Negotiator
Persuasive
Self-sufficient
Levels
Each statistic used in play has a points value. The creature has one mind level per 100 points (round to the nearest whole level).
In-play characteristic points costs
Characteristic
Cost per unit
Notes
Intelligence modifier
20
Count from -5; eg -4 costs 20 and +1 costs 120
Wisdom modifier
30
Count from -5; eg -4 costs 30 and +1 costs 180
Charisma modifier
20
Count from -5; eg -4 costs 20 and +1 costs 120
Mind points
5
Base Will save bonus
15
Feats
30
Standard Humans
For initial playtest, use determinant characteristics between the Low and High values in the table. As a guideline, the population average is around 5.