Tasks and Saves

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FANTASY GAMES UNLIMITED

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Variant Save Rules and


Task Resolution in
Villains and Vigilantes
By James Bishop
Villains and Vigilantes and the Villains and Vigilantes logo are trademark of Fantasy Games Unlimited. All Rights Reserved.

VARIANT RULES:
TASK & SAVE RESOLUTION
In the adventure Final Fight with the Furies, GMs may notice a
different expression for saving throws against various effects. It is
structured around the likelihood of failure based on raw lethality or
difficulty contrasted against the characters attributes. Since the
adventure is intended for high level, it is presumed there most
characters will likely have multiple attributes above 20.
Rather than trying to resolve tasks with a dice whose range eliminates
the value of attribute pips above 20 in the case of a d20, or producing
artificial replacement attributes by inflating the attribute with a multiples
and then rolling versus percentage (skewing the fairly proportioned
chances even further), the characters attribute is weighed against the
difficulty in the first place in a simple formula, and then modified by
level and expertise.
This rules variant does not invalidate any other saving throw or task
resolution mechanic offered in any V&V resource thus far, but seeks to
address more crisply the broad range of characters attributes and also
present a bias for experience level. A smooth percentage system is
introduced here that allows an even scaling based on large attributes
contrasted against level-based challenges.
Villains and Vigilantes is a game that works best when there is a trust
level that the GM rules fairly. The game has several open mechanics
that are left to the GMs rulings. It is obvious to this writer that having
all characters not created equal is something that surely has been and
could become a bone of contention for players at an RPG table. In
V&V, character generation with random methods or even deliberate
ones produces a certain degree of that disparity and the game
certainly places a lot of responsibility on the GM to carry balance.
Sometimes in gameplay, the disparities produced in random
generation become exposed. One place this becomes apparent is
when characters are subject to a save using a d20.
For example:
In the course of exploring a deep, dark passage that opens into a
cavern with a large Buddha-like idol. The GM has all the players roll a
Detect Danger roll per the rules. They get no modifiers to this roll
because the GM rules that no one has an appropriate sense other
than a gut feeling. Moments later, everyone has failed the roll.
The GM says, Because you failed to detect anything was amiss, a
trap is sprung! Everyone has to make an Agility save versus d20 or fall
into the crevasse which has crumbled open beneath your feet.
Fire Giant has an Agility of 8. Hes rather worried about the roll. He has
a 60% real chance of failure.

Sidearm, the Mercenary, has an Agility of 17. Hes not so worried about
the roll. He has just a 15% real chance of failure.
White Mink has an Agility of 20. Shes not so worried about the roll
either, having just a 5% real chance of failure, and is just praying a
natural 20 doesnt come up
Captain Patriot has an Agility of 24. Hes not worried about the roll at
all, and like White Mink, hopes not to see a natural 20. Captain Patriot
has a 5% imposed chance of failure, and the extra 4 points of Agility
are not any extra benefit.
Then theres Lightspeed He has an Agility of 44 and also has a 5%
imposed chance of failure. He also hopes he wont see a natural 20.
No benefit for the other twenty-four points of his Agility is represented.
The points that have lost value account for more than half his ability
score.
As can be seen, not all save mechanics apply fairly, in fact hardly any
based on a characters ability scores will in a consistent way.
Characters will nearly always save if their corresponding attribute is 20
or above. Those below value will actually be competing based on a
true ratio. In addition, those above the saving dice threshold who truly
have different values in more extreme ranges will have been effectively
neutralized to the same opportunity and all the extra points of attribute
have become inconsequential to the roll.
Some writers have in the past have introduced attribute multiples
and/or extra save dice to address these types of gaps between
attributes and also to present varying degrees of difficulty; this too can
create a disparity in fairness of ratios when dealing with individual
players during gameplay. At the GMs discretion, as all rules in V&V
ultimately come down to the GMs decision, these rolls may be
modified by degrees of difficulty after the fact, with scaling bonuses
directly to the save roll.
This is easily negotiated for experienced GMs who have an idea of
what best works for them, but really leaves a new GM who has no
experience with the game nothing in the way of consistent
measurements or ideas to draw from, no baseline to start from when
distinguishing complexities, nor does the previous method have a
consistent means to reflect a characters experience or training.
The V&V Revised Edition allows always for a 5% automatic failure or
success at either end of the range regardless of the save dice type
and assumes all saves are rolled against an attribute. It is
recommended when using these variant rules that this principal should
be considered in the leniency of a failure.

Rather than attempting to build on the d20 mechanic for a save versus
a limited range or changing composition of the dice to address
changing difficulty levels, the optional mechanic that follows is
designed to offer a stable range to accurately portray chance.
Since other methods often require the assessment of difficulty or
lethality at some point to modify a characters chances, this system
makes the difficulty the constant rather than the variable.
Philosophically, this variant contends the difficulty of the task or
obstacle doesnt actually change, so shouldnt be treated as a variable
after the fact. The tree in the woods that has no one to hear it isnt going
to fall any louder when someone is there to listen. What is would be a
considerable modifier for the listener would be the ambient noise right
around the listener, any physical limitation or handicap, and any active
listening skills or training the character themselves has undergone.
The GM is still in control of determining the difficulty of the task or
obstacle and should be cautious when setting the difficulty of each
save or task. Of course those characters with high or even superior
attributes will still have a real advantage, they still retain a realistic
relative chance of failure no matter how small.
If the total established difficulty or lethality of a task is divided by the
relevant attribute, it will be equal to a ratio of possible failure or success
expressed as a percentage. After the difficulty level is established, any
modifiers relevant to the characters training or experience with the
issue can be applied to modify the percentage and preserve the logical
process.
This mechanic levels the playing field and makes each point of a
characters attributes relevant before applying a modifier. The basic
mechanic goes like this:
Difficulty/Attribute= % to Fail.
For example:
Metallon was just poisoned by Lethalisa, who delivered a successful
carrier attack with her claws. It was one of two claws in a sweeping
attack and after the proper rolls, it also nicked and innocent bystander,
whom Metallon was protecting.
In addition to the real damage she rolled in hand-to-hand, her poison
may kill its victims if they dont get medical attention. Lethalisas
character sheet specifies the poison first causes unconsciousness and
a loss of all their hit points, and then the affected character will take 1d6
points of power damage until they expire unless medical attention is
received. Its very powerful and can only be used once. The poison is
a cyanide-based neurotoxin, and the GM rules that it could kill an
average man if ingested, so he rules it has a lethality rated at 10.
Fortunately, Metallon has a 25 Endurance, so he likes his chances of
survival. He has a 10 in 25 chance of the poison have the effect
Lethalisa desires, or 40%. This is the chance of failure for Metallon
relative to his success or surviving the dose. If Metallon rolls under this
percentage on d100, he fails and will suffer the consequences.
Fortunately, he rolls a 61 and is spared, only suffering the 6 points of
damage from Lethalisas claws.
The innocent bystander may not be so fortunate. Lethalisas poison
against his frail body has a great chance of having effect. The
bystander is actually more healthy than the average person (he works
out) and has an Endurance of 12. This gives bystander has an 83% of
the poison taking effect. Obviously, Lethalisa has tailored her poison
against to be effective against superhuman foes. Luckily for the
bystander, the GM rolls a 92 and the bystander is does not succumb
to the poison either.
A table has been provided below for up to difficulty of up to Level 20,
bearing in mind that 20 is a superior measurement even for a hero, let
alone a normal human.
A poison with Lethality (Difficulty) of 20 according to the expressed
terms of its description against a character with an Endurance score
of 20 will kill or injure that character 100% of the time. If the character
does not have the Attribute to at least equal the Difficulty, the chance

of failure is in fact at the GMs discretion and is reflected on the table


by the initials GM.
GMs should acknowledge the impossible in some rare circumstances,
but even this shouldnt negate gameplay or roleplaying opportunities.
If a character can save another who has just ingested a lethal poison
by absorbing it into their own body, the character knowingly may die,
but this is the action of a hero and the GM may reward the role play in
some way. Perhaps the effects are not instantaneous and allow the
character to make a few more heroic actions before they expire or
perhaps other factors will be introduced to mitigate the effect. Great
drama and gameplay can be gained in the GMs discretion altering the
chances of survival for the heroic chap that dives in front of that bullet.
GMs can also use this versatile table to resolve skill checks based on
knowledge areas. For a character performing a task that would be
considered an every man skill, a Difficulty of 1 or 2 is suggested
depending upon the complexity. Performance of a competency in a
background skill area one is familiar with would be a Difficulty of 1 or
2, while unfamiliar tasks which require certain knowledge would be a
Difficulty of 4 in the same vein that most constructs in V&V operate at
level 4 by default. These examples are suggested as base ranges and
may change depending on circumstances.
A GM should feel free to gauge any added ease or difficulty and adjust
accordingly. If a skill is being tested by a character, it is likely the GM
can slide the Difficulty up or down on the table as is reasonable and if
applicable apply Heightened Expertise or Training, whereas each +1 of
Heightened Expertise or Training would modify the roll 5% in the
characters favor. Note that Heightened Expertise is by standard
definition in the V&V Revised Edition specified as applicable for
weapons and weapon groups, but in the same spirit for purposes of
enhancement in the resolution of skills could represent specific
expertise with other items, tools or tool groups.
In the case of opposed checks, the level of the opposing characters
actions or skill would certainly be a factor. For each level of difference,
the difficulty should advance 1 factor up or down one column
accordingly on the table.
For example: An electromechanical lock guards a villain base. A level
8 villain has actively encrypted the electromechanical lock with the
appropriate training. A 4th level character with an Intelligence of 12 and
the appropriate skill or background attempts to decrypt/deactivate/pick
the same lock. Since he has the appropriate skill the GM rules the
base difficulty for the task is level 2 and since he is 4 levels below the
level of the person who set up the lock, he will be at +4 Difficulty on the
table. The hero has a final difficulty of 6 on the table and his Intelligence
of 12 affords him a 50% chance to fail to decrypt and open the lock.
Had the villain not opposed the heros action, there would only be a
17% chance of failure. If the hero possessed and applied the
aforementioned Heightened Expertise to his roll, the hero would then
have only a 30% chance to fail.
An opposed skill check against a weaker level individual yields a
reciprocal advantage making the task easier as against a more skilled
foe makes the task more difficult. But there may be cases where new
technology or developments may not be known by a journeyman who
has been performing the skill for years, likewise there may be situations
that the actual process of a task is still complex enough that level might
not be a factor.
If a character fails on a task they may, given time and circumstance,
make a subsequent attempt. For each subsequent attempt, add 5% to
the failure rate. If the attempt chance reaches 100% or more, the
character may not make another attempt!
A secondary consideration may be if a roll fails to succeed versus
the required difficulty, but the result on the dice succeeds at a lesser
difficulty, a diminished capacity or effect may occur. While not always
producing a desirable outcome, the result may still be beneficial to the
character in some form and thus present the GM and player another
role-playing opportunity!

ATTRIBUTE
SCORE
1
1
99%
2
50%
3
33%
4
25%
5
20%
6
17%
7
14%
8
13%
9
11%
10
10%
11
9%
12
8%
13
8%
14
7%
15
7%
16
6%
17
6%
18
6%
19
5%
20
5%
21
5%
22
5%
23
4%
24
4%
25
4%
26
4%
27
4%
28
4%
29
3%
30
3%
31
3%
32
3%
33
3%
34
3%
35
3%
36
3%
37
3%
38
3%
39
3%
40
3%
41
2%
42
2%
43
2%
44
2%
45
2%
46
2%
47
2%
48
2%
49
2%
50
2%
51
2%

LETHALITY RATING (Poisons/Toxins/Virus/Disease/Etc.)/


DIFFICULTY RATING (Skills/Feats/Reactions/Etc.)
2
3
4
5
6
7
8
9
10
11
12
GM GM GM GM GM GM GM GM GM GM GM
99% GM GM GM GM GM GM GM GM GM GM
67% 99% GM GM GM GM GM GM GM GM GM
50% 75% 99% GM GM GM GM GM GM GM GM
40% 60% 80% 99% GM GM GM GM GM GM GM
33% 50% 67% 83% 99% GM GM GM GM GM GM
29% 43% 57% 71% 86% 99% GM GM GM GM GM
25% 38% 50% 63% 75% 88% 99% GM GM GM GM
22% 33% 44% 56% 67% 78% 89% 99% GM GM GM
20% 30% 40% 50% 60% 70% 80% 90% 99% GM GM
18% 27% 36% 45% 55% 64% 73% 82% 91% 99% GM
17% 25% 33% 42% 50% 58% 67% 75% 83% 92% 99%
15% 23% 31% 38% 46% 54% 62% 69% 77% 85% 92%
14% 21% 29% 36% 43% 50% 57% 64% 71% 79% 86%
13% 20% 27% 33% 40% 47% 53% 60% 67% 73% 80%
13% 19% 25% 31% 38% 44% 50% 56% 63% 69% 75%
12% 18% 24% 29% 35% 41% 47% 53% 59% 65% 71%
11% 17% 22% 28% 33% 39% 44% 50% 56% 61% 67%
11% 16% 21% 26% 32% 37% 42% 47% 53% 58% 63%
10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60%
10% 14% 19% 24% 29% 33% 38% 43% 48% 52% 57%
9% 14% 18% 23% 27% 32% 36% 41% 45% 50% 55%
9% 13% 17% 22% 26% 30% 35% 39% 43% 48% 52%
8% 13% 17% 21% 25% 29% 33% 38% 42% 46% 50%
8% 12% 16% 20% 24% 28% 32% 36% 40% 44% 48%
8% 12% 15% 19% 23% 27% 31% 35% 38% 42% 46%
7% 11% 15% 19% 22% 26% 30% 33% 37% 41% 44%
7% 11% 14% 18% 21% 25% 29% 32% 36% 39% 43%
7% 10% 14% 17% 21% 24% 28% 31% 34% 38% 41%
7% 10% 13% 17% 20% 23% 27% 30% 33% 37% 40%
6% 10% 13% 16% 19% 23% 26% 29% 32% 35% 39%
6% 9%
13% 16% 19% 22% 25% 28% 31% 34% 38%
6% 9%
12% 15% 18% 21% 24% 27% 30% 33% 36%
6% 9%
12% 15% 18% 21% 24% 26% 29% 32% 35%
6% 9%
11% 14% 17% 20% 23% 26% 29% 31% 34%
6% 8%
11% 14% 17% 19% 22% 25% 28% 31% 33%
5% 8%
11% 14% 16% 19% 22% 24% 27% 30% 32%
5% 8%
11% 13% 16% 18% 21% 24% 26% 29% 32%
5% 8%
10% 13% 15% 18% 21% 23% 26% 28% 31%
5% 8%
10% 13% 15% 18% 20% 23% 25% 28% 30%
5% 7%
10% 12% 15% 17% 20% 22% 24% 27% 29%
5% 7%
10% 12% 14% 17% 19% 21% 24% 26% 29%
5% 7%
9% 12% 14% 16% 19% 21% 23% 26% 28%
5% 7%
9% 11% 14% 16% 18% 20% 23% 25% 27%
4% 7%
9% 11% 13% 16% 18% 20% 22% 24% 27%
4% 7%
9% 11% 13% 15% 17% 20% 22% 24% 26%
4% 6%
9% 11% 13% 15% 17% 19% 21% 23% 26%
4% 6%
8% 10% 13% 15% 17% 19% 21% 23% 25%
4% 6%
8% 10% 12% 14% 16% 18% 20% 22% 24%
4% 6%
8% 10% 12% 14% 16% 18% 20% 22% 24%
4% 6%
8% 10% 12% 14% 16% 18% 20% 22% 24%

13
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
93%
87%
81%
76%
72%
68%
65%
62%
59%
57%
54%
52%
50%
48%
46%
45%
43%
42%
41%
39%
38%
37%
36%
35%
34%
33%
33%
32%
31%
30%
30%
29%
28%
28%
27%
27%
26%
25%

14
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
93%
88%
82%
78%
74%
70%
67%
64%
61%
58%
56%
54%
52%
50%
48%
47%
45%
44%
42%
41%
40%
39%
38%
37%
36%
35%
34%
33%
33%
32%
31%
30%
30%
29%
29%
28%
27%

15
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
94%
88%
83%
79%
75%
71%
68%
65%
63%
60%
58%
56%
54%
52%
50%
48%
47%
45%
44%
43%
42%
41%
39%
38%
38%
37%
36%
35%
34%
33%
33%
32%
31%
31%
30%
29%

16
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
94%
89%
84%
80%
76%
73%
70%
67%
64%
62%
59%
57%
55%
53%
52%
50%
48%
47%
46%
44%
43%
42%
41%
40%
39%
38%
37%
36%
36%
35%
34%
33%
33%
32%
31%

17
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
94%
89%
85%
81%
77%
74%
71%
68%
65%
63%
61%
59%
57%
55%
53%
52%
50%
49%
47%
46%
45%
44%
43%
41%
40%
40%
39%
38%
37%
36%
35%
35%
34%
33%

18
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
95%
90%
86%
82%
78%
75%
72%
69%
67%
64%
62%
60%
58%
56%
55%
53%
51%
50%
49%
47%
46%
45%
44%
43%
42%
41%
40%
39%
38%
38%
37%
36%
35%

19
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
95%
90%
86%
83%
79%
76%
73%
70%
68%
66%
63%
61%
59%
58%
56%
54%
53%
51%
50%
49%
48%
46%
45%
44%
43%
42%
41%
40%
40%
39%
38%
37%

20
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
GM
99%
95%
91%
87%
83%
80%
77%
74%
71%
69%
67%
65%
63%
61%
59%
57%
56%
54%
53%
51%
50%
49%
48%
47%
45%
44%
43%
43%
42%
41%
40%
39%

ATTRIBUTE
SCORE
1
52
2%
53
2%
54
2%
55
2%
56
2%
57
2%
58
2%
59
2%
60
2%
61
2%
62
2%
63
2%
64
2%
65
2%
66
2%
67
1%
68
1%
69
1%
70
1%
71
1%
72
1%
73
1%
74
1%
75
1%
76
1%
77
1%
78
1%
79
1%
80
1%
81
1%
82
1%
83
1%
84
1%
85
1%
86
1%
87
1%
88
1%
89
1%
90
1%
91
1%
92
1%
93
1%
94
1%
95
1%
96
1%
97
1%
98
1%
99
1%

LETHALITY RATING (Poisons/Toxins/Virus/Disease/Etc.)/


DIFFICULTY RATING (Skills/Feats/Reactions/Etc.)
2
3
4
5
6
7
8
9
10
11
12
4% 6%
8% 10% 12% 13% 15% 17% 19% 21% 23%
4% 6%
8% 9% 11% 13% 15% 17% 19% 21% 23%
4% 6%
7% 9% 11% 13% 15% 17% 19% 20% 22%
4% 5%
7% 9% 11% 13% 15% 16% 18% 20% 22%
4% 5%
7% 9% 11% 13% 14% 16% 18% 20% 21%
4% 5%
7% 9% 11% 12% 14% 16% 18% 19% 21%
3% 5%
7% 9% 10% 12% 14% 16% 17% 19% 21%
3% 5%
7% 8% 10% 12% 14% 15% 17% 19% 20%
3% 5%
7% 8% 10% 12% 13% 15% 17% 18% 20%
3% 5%
7% 8% 10% 11% 13% 15% 16% 18% 20%
3% 5%
6% 8% 10% 11% 13% 15% 16% 18% 19%
3% 5%
6% 8% 10% 11% 13% 14% 16% 17% 19%
3% 5%
6% 8% 9% 11% 13% 14% 16% 17% 19%
3% 5%
6% 8% 9% 11% 12% 14% 15% 17% 18%
3% 5%
6% 8% 9% 11% 12% 14% 15% 17% 18%
3% 4%
6% 7% 9% 10% 12% 13% 15% 16% 18%
3% 4%
6% 7% 9% 10% 12% 13% 15% 16% 18%
3% 4%
6% 7% 9% 10% 12% 13% 14% 16% 17%
3% 4%
6% 7% 9% 10% 11% 13% 14% 16% 17%
3% 4%
6% 7% 8% 10% 11% 13% 14% 15% 17%
3% 4%
6% 7% 8% 10% 11% 13% 14% 15% 17%
3% 4%
5% 7% 8% 10% 11% 12% 14% 15% 16%
3% 4%
5% 7% 8% 9% 11% 12% 14% 15% 16%
3% 4%
5% 7% 8% 9% 11% 12% 13% 15% 16%
3% 4%
5% 7% 8% 9% 11% 12% 13% 14% 16%
3% 4%
5% 6% 8% 9% 10% 12% 13% 14% 16%
3% 4%
5% 6% 8% 9% 10% 12% 13% 14% 15%
3% 4%
5% 6% 8% 9% 10% 11% 13% 14% 15%
3% 4%
5% 6% 8% 9% 10% 11% 13% 14% 15%
2% 4%
5% 6% 7% 9% 10% 11% 12% 14% 15%
2% 4%
5% 6% 7% 9% 10% 11% 12% 13% 15%
2% 4%
5% 6% 7% 8% 10% 11% 12% 13% 14%
2% 4%
5% 6% 7% 8% 10% 11% 12% 13% 14%
2% 4%
5% 6% 7% 8% 9%
11% 12% 13% 14%
2% 3%
5% 6% 7% 8% 9%
10% 12% 13% 14%
2% 3%
5% 6% 7% 8% 9%
10% 11% 13% 14%
2% 3%
5% 6% 7% 8% 9%
10% 11% 13% 14%
2% 3%
4% 6% 7% 8% 9%
10% 11% 12% 13%
2% 3%
4% 6% 7% 8% 9%
10% 11% 12% 13%
2% 3%
4% 5% 7% 8% 9%
10% 11% 12% 13%
2% 3%
4% 5% 7% 8% 9%
10% 11% 12% 13%
2% 3%
4% 5% 6% 8% 9%
10% 11% 12% 13%
2% 3%
4% 5% 6% 7% 9%
10% 11% 12% 13%
2% 3%
4% 5% 6% 7% 8%
9% 11% 12% 13%
2% 3%
4% 5% 6% 7% 8%
9% 10% 11% 13%
2% 3%
4% 5% 6% 7% 8%
9% 10% 11% 12%
2% 3%
4% 5% 6% 7% 8%
9% 10% 11% 12%
2% 3%
4% 5% 6% 7% 8%
9% 10% 11% 12%

13
25%
25%
24%
24%
23%
23%
22%
22%
22%
21%
21%
21%
20%
20%
20%
19%
19%
19%
19%
18%
18%
18%
18%
17%
17%
17%
17%
16%
16%
16%
16%
16%
15%
15%
15%
15%
15%
15%
14%
14%
14%
14%
14%
14%
14%
13%
13%
13%

14
27%
26%
26%
25%
25%
25%
24%
24%
23%
23%
23%
22%
22%
22%
21%
21%
21%
20%
20%
20%
19%
19%
19%
19%
18%
18%
18%
18%
18%
17%
17%
17%
17%
16%
16%
16%
16%
16%
16%
15%
15%
15%
15%
15%
15%
14%
14%
14%

15
29%
28%
28%
27%
27%
26%
26%
25%
25%
25%
24%
24%
23%
23%
23%
22%
22%
22%
21%
21%
21%
21%
20%
20%
20%
19%
19%
19%
19%
19%
18%
18%
18%
18%
17%
17%
17%
17%
17%
16%
16%
16%
16%
16%
16%
15%
15%
15%

16
31%
30%
30%
29%
29%
28%
28%
27%
27%
26%
26%
25%
25%
25%
24%
24%
24%
23%
23%
23%
22%
22%
22%
21%
21%
21%
21%
20%
20%
20%
20%
19%
19%
19%
19%
18%
18%
18%
18%
18%
17%
17%
17%
17%
17%
16%
16%
16%

17
33%
32%
31%
31%
30%
30%
29%
29%
28%
28%
27%
27%
27%
26%
26%
25%
25%
25%
24%
24%
24%
23%
23%
23%
22%
22%
22%
22%
21%
21%
21%
20%
20%
20%
20%
20%
19%
19%
19%
19%
18%
18%
18%
18%
18%
18%
17%
17%

18
35%
34%
33%
33%
32%
32%
31%
31%
30%
30%
29%
29%
28%
28%
27%
27%
26%
26%
26%
25%
25%
25%
24%
24%
24%
23%
23%
23%
23%
22%
22%
22%
21%
21%
21%
21%
20%
20%
20%
20%
20%
19%
19%
19%
19%
19%
18%
18%

19
37%
36%
35%
35%
34%
33%
33%
32%
32%
31%
31%
30%
30%
29%
29%
28%
28%
28%
27%
27%
26%
26%
26%
25%
25%
25%
24%
24%
24%
23%
23%
23%
23%
22%
22%
22%
22%
21%
21%
21%
21%
20%
20%
20%
20%
20%
19%
19%

20
38%
38%
37%
36%
36%
35%
34%
34%
33%
33%
32%
32%
31%
31%
30%
30%
29%
29%
29%
28%
28%
27%
27%
27%
26%
26%
26%
25%
25%
25%
24%
24%
24%
24%
23%
23%
23%
22%
22%
22%
22%
22%
21%
21%
21%
21%
20%
20%

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