MACE

Attributes

Represents the physical, mental, and social capabilities of a character. The standard six attributes are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. MACE adds a seventh in the form of Social Status.

Strength

Physical prowess, brawn, and might. Strength is a Prime Requisite for Fighters. Strength often adjusts melee combat values.

StrengthMelee To-HitMelee DamageFeats of StrengthFighter XP Bonus
3–4−2−11-in-6−20%
5–6−11-in-6−10%
7–92-in-6
10–122-in-6
13–14+12-in-65%
15+12-in-610%
16+1+13-in-610%
17+2+24-in-610%
18+2+35-in-610%

† Fighters only receive the benefit of Melee Damage bonuses, but all classes receive the penalty.

Intelligence

Mental acuity, logic, reasoning, and education. Intelligence is a Prime Requisite for Magic-Users. Additional languages are granted to characters with Intelligence scores greater than 10.

IntelligenceAdditional LanguagesMax Spell LevelChance to LearnMin Spells/LevelMax Spells/LevelMagic-User XP Bonus
3–4520%23−20%
5530%24−20%
6530%24−20%
7530%24−10%
8540%35−10%
9540%35
10545%46
11+1650%46
12+2655%46
13+3760%585%
14+4765%585%
15+5870%6All10%
16+6875%6All10%
17+7985%7All10%
18+8995%8All10%

† Magic-Users only.

Wisdom

Insight, perception, and willpower. Wisdom is a Prime Requisite for Clerics, and provides a bonus to magical saving throws.

WisdomMagic Save BonusBonus 1st-Level SpellSurprise ModifierCleric XP Bonus
3−3−2−20%
4−2−1−20%
5–7−1−1−10%
8–14
15+1+1+15%
16+2+1+110%
17+3+1+110%
18+4+1+210%

† Clerics only.

Dexterity

Agility, coordination, and speed. Dexterity is a Prime Requisite for Thieves, and adjusts missile to-hit scores.

DexterityMissile To-HitThief XP Bonus
3–6−1−20%
7–8−1−10%
9–12
13–14+1+5%
15–18+1+10%

Constitution

Physical fortitude, heartiness, and resilience. Constitution adjusts a character's hit points and the likelihood of surviving physical trauma.

ConstitutionHP BonusSurvive ResurrectionSurvive Transformation
3–6−130%35%
7–1050%55%
11–1275%80%
13–1485%90%
15+190%95%
16+195%98%
17+298%99%
18+399%100%

† Minimum 1 HP per die.

Charisma

Force of personality, magnetism, and luck. Charisma adjusts reactions by non-player characters and governs how many retainers one may employ.

CharismaMax RetainersLoyalty BaseReaction Modifier
31−2−2
4–52−1−1
6–83−1
9–124
13–155+1+1
16–176+2+1
188+4+2

Social Status

The tier of society a character was born into.

Social StatusStanding
3Thrall
4–5Outlaw
6–8Serf
9–12Freefolk
13–15Guilded Freefolk
16–17Gentry
18Noble