TEXT: EZ Rules
  The following are set of tables to aid in the conversion of the NPCs, items, and creatures into 
  your favorite RPG rules system. If you’re not used to converting systemless values to RPGs, we’ll 
  help you along with suggestions and pointers. Because of the varied nature RPGs, we cannot 
  give specific advice about any one system.
  Character Attribute Ranks
  NPCs and creatures have the following 6 attributes:
  
  Strength
  
   Constitution
  
   Dexterity
  
   Intelligence
  
   Wisdom
  
   Charisma
  Each rank level imparts a bonus of sorts. A numerical value is provided for comparison. The 
  attributes are ranked as following:
  Rank
  Description
  Bonu
  s
  Superb
  Lift incredibly heavy weights, healthier than horses, philosophers come to 
  you for advice, juggle flaming chainsaws, Aphrodite is jealous, can sell 
  water to fish.
  +6
  Great
  Lift very heavy weights, very healthy, wise, amazing dexterity, beautiful, 
  magnetic personality.
  +4
  Good
  Lift heavy weights, resist diseases, hard to fool, dexterous, pretty, 
  charming personality.
  +2
  Fair
  Lift better than average weights, can resist some disease, harder to fool, 
  better than average dexterity, comely in appearance, pleasant personality.
  +1
  Average
  Lift average weights, average disease resistance, average wisdom, 
  dexterity, appearance, and personality.
  0
  Passable
  Able to lift light weights, catches colds, can be fooled on occasion, not 
  very dexterous, plain looking, plain personality.
  -1
  Poor
  Weak, prone to sickness, not very wise, easily fooled, klutzy, ugly, lacking 
  in charisma.
  -2
  Terrible
  Barely capable of lifting things, sickly, incredibly foolish, dimwitted, 
  fumbling, ghastly in appearance, absolutely no personality.
  -4
  We provide the Bonus as a guide to matching the rankings to your RPG’s own system. Most 
  games use bonuses based on the level of the attribute. For those RPGs that don’t use attributes 
  or statistics, you can use these values as a guide for skills or descriptors for the NPCs. Also, some
  
  things may only have a couple or so of these Attributes. If it doesn’t make any sense for an 
  object to have one or more attributes, they won’t have them. 
  For example, a robot forklift could have a Strength, Dexterity, and Intelligence attribute, but not 
  a Constitution, Wisdom, or Charisma attribute. 
  Health Rank
  In addition to these rankings, NPCs and creatures will have a Health rank. This is just a general 
  rating of how hard it would be to injure or incapacitate the being. No numerical value has been 
  provided, due to the many ways RPGs handle damage and injury. Please use the descriptions as 
  a guide as to how hard it would be to injure, incapacitate, or kill a being:
  Rank
  Description
  Monstrous
  The being is incredibly resilient, and can shake off attacks from tanks and aircraft
  with ease.
  Incredible
  The being is very strong, and can survive most attacks from heavy weapons like 
  machine guns and light antiaircraft weapons.
  Amazing
  The being is strong, and can survive attacks from most firearms, handheld 
  weapons, and the like.
  Average
  The being can survive minor injuries and attacks from blunt weapons.
  Weak
  The being is easily injured by minor impacts and light objects.
  Fragile
  The being is very delicate, and almost any form of impact or fall can severely 
  damage it.
  Experience
  When necessary, some NPCs will be given an experience rank level. This represents their overall 
  life experiences and abilities. It sets the tone of the NPC as to how well known they are, and 
  what they might know. Not all RPG rule systems have experience levels or the same number of 
  levels. Treat these as more of a suggestion than a hard value. 
  Rank
  Description
  Novice
  Just starting out, with very little life experience or ability.
  Apprentice
  Learning the trade, guided by more knowledgeable practitioners.
  Experience
  d
  Has some life experience under their belt, and is somewhat competent at what
  they do.
  Journeyma
  n
  Can make a living at what they do, and can train others in how to do it. Has 
  some standing in their community and their peers.
  Seasoned
  Has done this for years, and is a notable among his peers.
  Veteran
  Been there, done that, has been out there for years and is well known.
  Elite
  You are the best of the best. When they need someone who doesn’t fail, they 
  come to you.
  Champion
  Has reached a pinnacle that few have made. Teaches only those worthy of their
  attention and knowledge.
  Legendary
  Songs are sung about this person. When they appear, people stand in awe.
  
  Boss
  The top, the summit of all, the big kahuna. And, there is only one.
  Skills
  Both NPCs and creatures will have some form of skill or ability to perform various tasks. They 
  will have the following ranks:
  Rank
  Bonu
  s
  Unskilled
  -4
  Trainee
  +2
  Skilled
  +4
  Very Skilled
  +6
  Expert
  +8
  Master
  +10
  Legendary
  +12
  Not all RPGs use skills or skill rankings. For those, use the Bonus value as a guide as to how good
  the NPC is with that skill. The skills can be used as a descriptor or aspect used by the NPC.
  The following is a list of sample skills used in this setting. This is not a comprehensive list, it’s 
  meant as an example of the kinds of skills used in this setting. As always, if your RPG rules do 
  things differently, use this list as a guide when converting the NPCs and creatures.
   Sample Skill list:
  * Requires a specialization
  Skill
  Attribute
  Description
  Belief
  Wisdom
  Your faith in higher beings and creatures. May allow you to 
  invoke their powers.
  Burglary
  Dexterity
  The ability to open locks, find alarms and video cameras, and 
  general breaking and entering
  Climbing
  Strength
  You know how to scale walls, trees, cliffs.
  Driving
  Dexterity
  You know how to drive various types of vehicles common to 
  your culture.
  Fighting
  Dexterity
  Hand-to-hand melee attacks.
  First Aid
  Intelligence
  The art of healing wounds and treating injuries.
  Gambling
  Intelligence
  The art and knowledge of games of chance and skill, for money.
  Heavy 
  Weapons
  Smarts
  The ability to use large weapons, such as cannons, catapults, 
  ballistae, vehicle mounted weaponry, and the like.
  Intimidation
  Wisdom
  Art of using your physical presence and force of will to make 
  people do things that you want.
  Knowledge*
  Intelligence
  A skill that grants the character access to a specific area of 
  knowledge.
  Mechanic*
  Intelligence
  Ability repair, build, or operate mechanical devices. Need to 
  
  specify the type of device: Steam, Electric, Internal Combustion,
  or other forms.
  Notice
  Intelligence
  Your general alertness and ability to find items or clues.
  Research
  Intelligence
  Your ability to find information from libraries, computer files, 
  online databases and searches, and experimentation. The latter
  requires a Knowledge skill in the required area of expertise.
  Persuasion
  Charisma
  Using your personal magnetism to convince others to do what 
  you want.
  Piloting*
  Dexterity
  Your ability to fly planes, helicopters, jet packs, anti-grav 
  vehicles, and other flying devices or vehicles. The specific type 
  will be indicated.
  Riding*
  Dexterity
  You can ride and control any beast that you are familiar with.
  Sailing*
  Dexterity
  You know the ins and outs of sailing a cruise ship, sailboat, 
  boat, canoe, rowboat, dinghy, or raft. The specific type will be 
  specified.
  Shooting
  Dexterity
  The ability to use ranged weapons other than thrown ones. 
  Pistols, rifles, bows, crossbows, and other man portable 
  handheld weapons.
  Sleight of 
  Hand
  Dexterity
  The ability to palm objects, pick pockets, and perform various 
  forms of stage magic to confound those who are watching you.
  Sneaking
  Dexterity
  The ability to hide and move quietly and make use of terrain to 
  move under cover.
  Survival
  Intelligence
  The ability to survive in the wild and hostile environments, 
  knowing where to find water, food, and shelter.
  Swimming
  Dexterity
  The ability to move through and under water. Does not include 
  scuba diving.
  Taunt
  Wisdom
  So, you think you know what this skill is? Ha! Go and play your 
  video games, you silly gamer!
  Throwing
  Dexterity
  This skill covers throwing anything you can hold in your hand. 
  Spears, rocks, grenades, etc.
  Tracking
  Intelligence
  You know how to track a person by the physical evidence they 
  have left behind in the environment. This also the skill to use 
  when you are tailing someone on foot.
  Special Abilities or Bonuses
  Some NPCs or creatures may have special abilities, features or bonuses that can alter their 
  ability to perform certain tasks. They will either use the same skill ranking listed above for their 
  special abilities, or they will get a flat bonus value. 
  For example, a ghost may have the special ability of Intangible, making it hard for it to interact 
  with the living world, but not the spirit one. 
  Another example would be a person with Psionic powers. In that case each Psi power they had 
  would ranked at its power ability.
  
  Size
  Creatures will be ranked by size. This implies either height, width, or length, whichever is the 
  most obvious. If the RPG rules that you use do not use size as a modifier, you can ignore this 
  ranking.
  Size
  Description
  Tiny
  Cat, pixie, small dog, rat, hamster
  Small
  Large dog, lynx, Keegak, Broupian, small humans, velociraptors
  Average
  Humans, elfs, cougars, Orcs, T’ziel, Tehrmelern, dromaeosaurs 
  Large
  Lions, tigers, bears, Blizniz, bulls, horses, ogres, Dimixi, duckbilled dinosaurs
  Huge
  Rhinos, elephants, tyrannotitans
  Gigantic
  Tyrannosaurus Rex, orcas, dragons, whales, kaiju
  Gear
  The following are rankings for gear that can affect play. For all other kinds of gear, please refer 
  to your favorite RPG for more information. Some gear will give a skill bonus and that will be 
  listed for the gear.
  Body Armor
  Body armor is typically worn in different locations and reduces damage taken. The ranking is 
  how much the damage is reduced. If your RPG rules have different values for the same basic 
  type, use those instead.
  Type
  Damage Reduction 
  Light
  Drops damage by 1 level
  Mediu
  m
  Drops damage by 2 levels
  Heavy
  Drops damage by 3 levels
  Weapons, Blunt, Bite, or Claws
  All forms of weaponry, animal attacks, and improvised weapon attacks, are all rated using the 
  following:
  
  Light: Attack has minimal chance of severe injury.
  
  Medium: Attack has an average chance of severe injury or death.
  
  Heavy: Attack has a very good chance of severe injury or death.
  
  Very Heavy: Attack has an almost certain chance of severe injury or death.
  As always, if your RPG rules system differs, and has different values for similar creatures or 
  weapons, use those values instead of the above.
  
SOURCE: textdata/thevault/Tri Tac/3rd Party/EZ Rules.pdf