In my last post, I provided a new take on Exceptional Strength and also added Exceptional Dexterity and Exceptional Constitution to the mix. Now it is time to move on with this madness.
Here are Exceptional Ability Scores for Intelligence, Wisdom, and Charisma.
My first question is whether these last Exceptional Scores should be limited to just some classes.
At first, I thought of limiting Exceptional Intelligence to the Wizard and Psionicist groups, Exceptional Wisdom to Priests, and Exceptional Charisma to Rogues.
However, I’m a bit hesitant for the following reasons:
Point 1: spellcasters and psionicists are already powerful in my opinion and have tons of cool powers to play with.
Point 2: I really love making Warriors and Rogues more interesting.
Point 3: In fact, Rogues are by far the weakest class and Warriors already have 3 Exceptional so I would limit the last 3 ONLY to Rogues (Thieves and Bards). Yes, they have to pick just one Exceptional Ability Score.
...but! Point 4: I’m all in favour of options, so if your Wizard, Psionicist or Priest (heck, even your Warrior) want to have one of them, we can discuss an XP penalty (or cost) or even use points from Player’s Options: Spells & Magic.
A warning: I was never a fan of bonus inflation, and I love different schools of RPG (see the subtitle of this blog) so some of the perks of Exceptional “mental” Ability Scores might not be to strictly Old School likings.
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| Tehol Beddict from the Malazan Book of the Fallen by Meonika |
Here is EXCEPTIONAL INTELLIGENCE. Remember, my initial target are Rogues, but I tried to make it interesting in case a Wizard/Psionicist gets it.
Open Non-Weapon Proficiency (NWP) Slot: the Rogue gains an extra Language (or NWP if using the optional system). The difference is that they can decide DURING play to spend it, if it makes sense. For example: a Rogue could reasonably declare that he learned Goblin after that party survived a few Underdark trips. They want to know Goblin to talk with the Hobgoblins currently coming in their direction.
Read Languages: add this bonus to the Thief Skills. Characters without Thief Skill (e.g. a Mage) gain the Thief Skill at this level.
Magic Use: instead of waiting for the 10th level, Rogues can use scrolls (and Bards magical devices of a written nature) before that. Non-Rogues can use the same magic items (if they don’t have access to them). For example, a Priest could try to use an arcane scroll, with the same miss chances as a Rogue.
Magic Aptitude: add this bonus to a Rogue/Bard’s original attempt to use magic items.
(Optional) Psionic Aptitude: instead of Magic Use and Magic Aptitude, a Psionicist can improve any non-Intelligence-based power by +1 (if a Science) or +2 (if a Devotion) or increase any 2 Devotions by +1. He can repeat this for every degree of Exceptional Intelligence. DMs who prefer the rules of the Will and the Way might ignore this optional rule.
Perks: choose any of the following…
Ars Memoria: You have photographic memory. To keep things manageable, the PC
can “slot” one perfect memory each time. For example: a 1-turn conversation,
one map, some pages of text, a 10 x 10 room and its visible contents etc. You can buy this more than once to have more
“memory slots”.
Mental Flexibility: once per level you change a Weapon or Non-Weapon Proficiency (or a
Language) by a new one. Basically, your old knowledge gets rusted, and you
adapt to new stuff. If you think this is not “realistic” … first, this is a
game. Second, you never tried to learn more than 3 languages. You can buy this
more than once for additional uses per level.
Doubting Thomas: you have a +4 bonus against illusions, or you have a 15% of
noticing that something is an illusion merely by sensing it (DM rolls in
secret). You can buy this 2 times to have both.
Deduction: after examining an object for roughly 1 minute (maybe one
memorized with Ars Memoria), you can make a Yes/No question to the DM (similar
to augury but you need evidence here).
Tactician: during initiative choose one creature you can see, the DM must
declare their actions to you before you choose your own action. You can easily
deduce others’ steps. Instead of that, once per encounter, you can ask for one
stat of an enemy after 1 round of combat (like hit points, AC etc.).
Logician: you have 25% chance of ignoring confusion and maze (and
similar effects that cause disorientation, like the psionic power id
insinuation).
Mastermind: 1/day, you have planned for the situation you are in. This allows
you to add a small riskless action that you could have undertaken in the past.
For example, you could have suspected there would be poisons creatures and
bought an antoxin while passing through merchant. Or you could have taken the
opportunity of visiting the temple to inform them of the cultists ambushing
you. The DM has the final say. This is inspired by the heist flashback
mechanics of Blades in the Dark.
|
Exceptional Intelligence |
Open NWP Slot |
Read Languages |
Magic Use |
Magic Aptitude |
Perks |
|
0-50 |
+0 |
+5% |
9th level |
+5% |
1 |
|
51-75 |
+1 |
+5% |
8th level |
+5% |
2 |
|
76-90 |
+1 |
+10% |
7th level |
+10% |
2 |
|
91-99 |
+2 |
+15% |
6th level |
+10% |
3 |
|
00 |
+3 |
+15% |
5th level |
+15% |
4 |
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| Gandalf the Grey by Lucas Graciano |
Here is EXCEPTIONAL WISDOM:
Sagacity: if you PC is trying something clearly stupid or foolhardy, the DM roll 1d100 in secret and will let you know before your action (Yes, I stole this from GURPS).
Sixth Sense: the DM rolls secretly and will let you know every time a magical, psionic, supernatural or otherwise uncanny event happens within 30 ft. of your PC. You just know it happened, none other information.
Perks: choose any of the following…
Judge of Hearts: 1/day, after interacting with someone for 1 round/minute you can
ask a Yes/Now question that you could otherwise discover through effects like augury,
ESP and detect lies. You can buy this multiple times to use more
times per day.
Willpower: if you fail in a saving throw against a mind-effect (no matter the
original), you can try roll equal to or lower than half your Wisdom. If you
succeed, you postpone the effect for 1 round. You can buy this multiple times
to extend the duration by +1 round.
Foresight: 1/day, after failing an action and hearing the consequences, you
can declare that your forethought that and try something different.
Mercy of the Gods: 1/day, treat a fumble as a critical hit. Make a considerable
sacrifice/donation to some deity after that or this ability might not refresh
(and in fact some deities might inflict a fumble if you roll a critical).
Temperance: choose a type (fear, insanity, charm, domination, despair etc.).
You gain a +3 bonus to saving throws. You can choose different types, but never
one type more than once.
|
Exceptional Wisdom |
Sagacity |
Sixth Sense |
Spell Immunity* |
Perks |
|
0-50 |
15% |
10% |
- |
1 |
|
51-75 |
20% |
10% |
1 spell from Wisdom 19 |
2 |
|
76-90 |
25% |
15% |
2 spells from Wisdom 19 |
2 |
|
91-99 |
30% |
15% |
2 spells from Wisdom 19 or 1 spell from Wisdom 20 |
2 |
|
00 |
35% |
20% |
2 spells from Wisdom 19 and 1 spell from Wisdom 20 |
3 |
*Spell Immunity: the DM might allow you to choose an
equivalent psionic power.
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| Fafhrd & Grey Mouser by Mike Mignola |
Here is EXCEPTIONAL CHARISMA:
Maximum # of Henchmen: Nothing new here.
Loyal Follower: select one hireling/retainer. That NPC never needs to roll Morale while working for you (of course, there limit, if you torture the poor thing…). But under 99% of circumstances, if treated fairly, they will never let you down. The DM is encouraged to reduce or negate this if the PC use their hirelings/retainers as cannon fodder (to disarm traps, for example).
Reaction Rerolls: as described, if your PC is takin the lead, they can reroll Reactions and use the best result.
Perks: choose any of the following…
Talkers Go First: One of my all-time favourites. If your PC JUST want to talk, you
win initiative automatically. You have 1 free round.
Friends in Weird
Places: If you could theoretically know someone in
a location, you can declare it so and create with the DM a minor local friendly
NPC contact (even among “monsters”). This should be limited to 1/location and
no more than 1/session or 1/adventure, depending on your table’s pace.
Not the face: If you haven’t hurt the target and they are about to hurt you,
1/day (and never against the same target), they won’t. They lose their action.
This doesn’t work against area attacks.
Take my lead: if you succeed at a saving throw against a mind-effect, choose
another PC or NPC seeing you to follow your example. 1/day. You can buy this
more than once.
Charm of the Gods: 1/day you can force a Reaction roll to things that should NOT have
to roll Reaction. For example: mindless undeads or golems. Please honour the
gods after this, just to be safe.
Scoundrel: 1/day, you can improve a Reaction roll by one degree. Yes, you can
buy this more than once. Either to improve the roll by 2 degrees or to improve
it by 1 degree twice. You can buy it a third time. Remember: it must still make
sense!
Minion: 1/session or 1/adventure, depending on your table’s pace, you can
declare you have a 0-level/1st-level hireling. If that makes sense
with the narrative.
Born Leader: mercenaries and hirelings cost 50% for you. You bastard. If they
all die, you might lose this benefit for some time.
Comeliness (yes, Unearthed Arcana!): you’re too beautiful/sexy/sassy for your
own good. Good news is that most foes (of opposite sex or attracted by your
gender/sex/identity) will take great pains to keep you alive. Bad news is that
you draw too much attention (the DM is encouraged to inflict one random
encounter automatically over the party just to kidnap you). Do you want more
rules? Okay, those fascinated by you will (DM’s fiat) operate as Friendly as
long as you play along (but won’t change their goals, Intelligence or
alignment). This is a very narrative advantage/disadvantage trait that requires
trust/communication between DM and the table. If that is too much to ask, DON’T
USE IT.
Ransom: for some reason you are more worthy alive than dead. Intelligent
NPCs will take that into account and try to get money/magic items/favours in
exchange. Please bear in mind that NPCs that failed Morale rolls and are
running for their lives will still kill you.
|
Exceptional Charisma |
Maximum # of Henchmen |
Loyal Follower |
Reaction Rerolls |
Perks |
|
0-50 |
- |
+1 |
- |
1 |
|
51-75 |
+5 |
+2 |
1/day |
2 |
|
76-90 |
+10 |
+3 |
1/day |
3 |
|
91-99 |
+10 |
+4 |
2/day |
4 |
|
00 |
+15 |
+5 |
3/day |
5 |
Now, a final afterthought: I’m a creature influenced by DCC RPG, where low ability scores have their own charm. Damn, I have created a darkhumour DCC RPG hack where your REALLY low ability scores can give you small benefits. I am almost tempted to also offer those.



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