The INTELLIGENCE statistic defines your character's intellect. For a basic idea, take your INTELLIGENCE score, multiply by 10, and add to 50: that's your character's IQ. This isn't exact, but a character with an INTELLIGENCE of 2 considers whacking things to be the height of entertainment, and a character with an INTELLIGENCE of 8 considers whacking characters with an INTELLIGENCE of 2 to be the height of entertainment.

Check the Character Creation guides for your engine of choice to decide how to set this attribute for your character.


d10 SPECIAL is designed to be very simple.

In the d10 SPECIAL engine, your INTELLIGENCE statistic is used to decide how well you manage technology and magic. Higher INTELLIGENCE equates to higher ability to understand and use the tools at your disposal. INTELLIGENCE is also used when figuring out puzzles, languages, and the like.

When engaging in an activity of the mind:

Roll Effect
< INTELLIGENCE You are able to continue the task
= INTELLIGENCE You were able to continue the task, but not without difficulty. Take a Luck check to see if you take a +1 penalty on your next INTELLIGENCE roll to complete this task.
> INTELLIGENCE You failed the task. Either fail the task (if it is simple), or take a Luck Check to see if you can continue. If you can continue, take a +1 penalty on your next INTELLIGENCE roll to complete the task.
Natural 1* You breeze through the task (if it's simple), or take a -2 bonus on your next INTELLIGENCE roll
Natural 10 You fail the task, with negative effects (if it's simple), or take a Luck Check to see if you can try again. If you can try again, take a +1 penalty on your roll
  • This is the only type of skill check where a bonus may cause a "Unnatural 1", where the "Natural 1" roll effect takes place.

These rules are designed to create a flow in a long running task. Either the task gets easier with experience, or the character gets more flustered trying to complete the task.


The d20 SPECIAL is designed to be more rigerious and nuanced than the d10 SPECIAL engine.

to be continued

Core skills that use "Perception" as the key stat

Skill Name Description
Barter Useful when negotiating prices with venders. Includes the ability to appraise merchandise and detect good deals.
Focus A skill which allows you to block out external stimuli and pay attention to the task at hand.
Craft* Ability to create game objects.
Knowledge* Various skills that show superior knowledge in a specific topic.
Medecine Skills related to healing
Repair Ability to mend or repair equipment, and the ability to disable and dismantle equipment.
Science* Ability to research and process data. (This is used when using a technological scanning device, not Search.)
Translate Useful for converting between languages, understanding jargon, and deciphering codes.

Skills marked with an asterisk mean that this skill is actually comprised of multiple specilized skills. For example, Craft (Guns) and Lying (Congressional Style). Actual "subskills" are defined in a game's Scenario Guide, as they are informed by the specific game universe (such as Craft (Electronics)).

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