Attribute Scores

Arrange the results of your 3d6 rolls in order of how you rolled them.

Strength

High strength lets the character force doors open more easily, and allows much more weight (treasure!) to be carried. For Fighters only, high strength gives bonuses to hit and to inflict damage. The table below shows the effects of your character’s Strength score. Write down these bonuses on your character sheet.

Strength Table

Score Open Doors Carry Modifier (in pounds)
3–4 1 -10
5-6 1 -5
7-8 1-2 +0
9–12 1-2 +5
13–15 1-2 +10
16 1-3 +15
17 1-4 +30
18 1-5 +50

Dexterity

A high Dexterity score gives your character bonuses when attacking with a bow or other missile weapon, and improves your Armor Class, making you harder to hit.

Dexterity Table

Score Missile Weapon To-Hit Bonus/Penalty Effect on Armor Class
3–8 –1 -1
9–12 +0 None
13–18 +1 Better by 1 point

Constitution

A high constitution gives your character extra hit points for each hit die. Constitution is also used to determine a character’s likelihood of successfully being raised from the dead, or surviving other truly major shocks to the system.

Constitution Table

Score Hit Point Modifier (per hit die) Raise Dead/System Shock Survival
3–8 -1 50%
9–12 +0 75%
13–18 +1 100%

Intelligence

High intelligence allows a character to speak additional languages, as shown on the table below. Only Magic-Users with high intelligence are able to learn the highest-level spells. There are also limitations on how many spells a Magic-User can learn, based on the character’s intelligence.

Intelligence Table

Score Maximum Additonal Languages Spoken Maximum Spell Level Chance to Understand New Spell Max Number of Basic Spells Understandable per Level
3–7 0 4 30% 4
8 1 5 40% 5
9 1 5 45% 5
10 2 5 50% 6
11 2 6 50% 6
12 3 6 55% 6
13 3 7 65% 8
14 4 7 65% 8
15 4 8 75% 10
16 5 8 75% 10
17 5 9 85% All
18 6 9 95% All

Wisdom

High Wisdom allows a Cleric or one of it’s subclasses to gain a bonus first-level spell, this is available as soon as that class can start casting first-level spells. Any character with a Wisdom score of 13 or higher receives a +5% bonus to all experience point awards.

Wisdom Table

Score Bonus Cleric (or Sub-Class) First Level Spell
3-12 0
13-15 1
16-18 2

Charisma

Highly charismatic characters have a better chance to talk their way out of trouble, and can lead more followers than characters with low charisma. Charisma also limits the number of “special hirelings” your character can attract into service as vassals. This does not mean normal men-at-arms; it means henchmen who are character-types: Magic-Users, Clerics and others. Charisma does not affect the number of regular troops, lantern-bearers, and pack-carriers you can employ, although it might affect how loyal they are.

Charisma Table

Score Maximum Number of Special Hirelings
3–4 1
5–6 2
7–8 3
9–12 4
13–15 5
16–17 6
18 7

Attribute Scores

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