Attributes
Represents the physical, mental, and social capabilities of a character. The standard six attributes are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Alternative attributes may be discussed below, but will be called out as optional.
Strength
Physical prowess, brawn, and might. Strength is a Prime Requisite for Fighters. Strength often adjusts melee combat values.
| Strength | Melee To-Hit | Melee Damage* | Feats of Strength | Fighter XP Bonus |
|---|---|---|---|---|
| 3–4 | -2 | -1 | 1-in-6 | -20% |
| 5–6 | -1 | — | 1-in-6 | -10% |
| 7–9 | — | — | 2-in-6 | — |
| 10–12 | — | — | 2-in-6 | — |
| 13–14 | +1 | — | 2-in-6 | 5% |
| 15 | +1 | — | 2-in-6 | 10% |
| 16 | +1 | +1 | 3-in-6 | 10% |
| 17 | +2 | +2 | 4-in-6 | 10% |
| 17 | +2 | +3 | 5-in-6 | 10% |
- * Fighters only receive the benefit of Melee Damage bonuses, all classes receive the penalty.
Intelligence
Mental acquity, logic, reasoning, and education. Intelligence is a Prime Requisite for Magic-Users. Additional languages are also granted to characters with Intelligence scores greater than 10.
| Intelligence | Additional Languages | Max Spell Level* | Chance to Learn Spell* | Min Spell/Level* | Max Spell/Level* | Magic-User XP Bonus |
|---|---|---|---|---|---|---|
| 3–4 | — | 5 | 20% | 2 | 3 | -20% |
| 5 | — | 5 | 30% | 2 | 4 | -20% |
| 6 | — | 5 | 30% | 2 | 4 | -20% |
| 7 | — | 5 | 30% | 2 | 4 | -10% |
| 8 | — | 5 | 40% | 3 | 5 | -10% |
| 9 | — | 5 | 40% | 3 | 5 | — |
| 10 | — | 5 | 45% | 4 | 6 | — |
| 11 | +1 | 6 | 50% | 4 | 6 | — |
| 12 | +2 | 6 | 55% | 4 | 6 | — |
| 13 | +3 | 7 | 60% | 5 | 8 | 5% |
| 14 | +4 | 7 | 65% | 5 | 8 | 5% |
| 15 | +5 | 8 | 70% | 6 | All | 10% |
| 16 | +6 | 8 | 75% | 6 | All | 10% |
| 17 | +7 | 9 | 85% | 7 | All | 10% |
| 18 | +8 | 9 | 95% | 8 | All | 10% |
- * Magic-Users only.
Wisdom
Insight, perception, and willpower. Wisdom is a Prime Requisite for Clerics, and provides a bonus to magical saving throws.
| Wisdom | Magic Save Bonus | Bonus 1st-Level Spell* | Surprise Modifier | Cleric XP Bonus |
|---|---|---|---|---|
| 3 | -3 | — | -2 | -20% |
| 4 | -2 | — | -1 | -20% |
| 5–7 | -1 | — | -1 | -10% |
| 8–14 | — | — | — | — |
| 15 | +1 | +1 | +1 | 5% |
| 16 | +2 | +1 | +1 | 10% |
| 17 | +3 | +1 | +1 | 10% |
| 18 | +4 | +1 | +2 | 10% |
- * Clerics only.
Dexterity
Agility, coordination, and speed. Dexterity is a Prime Requisite for Thieves, and adjusts missile to-hit scores.
| Dexterity | Missile To-Hit | Segment Adjustment* | Thief XP Bonus |
|---|---|---|---|
| 3–6 | -1 | -1 | -20% |
| 7–8 | -1 | — | -10% |
| 9–12 | — | — | — |
| 13–14 | +1 | +1 | +5% |
| 15–18 | +1 | +2 | +10% |
- * Only if using the Segment Combat Routine — ask your referee.
Constitution
Physical fortitude, heartiness, and resilience. Constitution adjusts a character's hit points and the likelihood of surviving physical trauma.
| Constitution | HP Bonus* | Survive Resurrection | Survive Transformation |
|---|---|---|---|
| 3–6 | -1 | 30% | 35% |
| 7–10 | — | 50% | 55% |
| 11–12 | — | 75% | 80% |
| 13–14 | — | 85% | 90% |
| 15 | +1 | 90% | 95% |
| 16 | +1 | 95% | 98% |
| 17 | +2 | 98% | 99% |
| 18 | +3 | 99% | 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.
| Charisma | Max Retainers | Loyalty Base | Reaction Modifier |
|---|---|---|---|
| 3 | 1 | -2 | -2 |
| 4–5 | 2 | -1 | -1 |
| 6–8 | 3 | — | -1 |
| 9–12 | 4 | — | — |
| 13–15 | 5 | +1 | +1 |
| 16–17 | 6 | +2 | +1 |
| 18 | 8 | +4 | +2 |