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.
| 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% |
| 18 | +2 | +3 | 5-in-6 | 10% |
† 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.
| Intelligence | Additional Languages | Max Spell Level† | Chance to Learn† | Min Spells/Level† | Max Spells/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 | Thief 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.
| 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 |
Social Status
The tier of society a character was born into.
| Social Status | Standing |
|---|---|
| 3 | Thrall |
| 4–5 | Outlaw |
| 6–8 | Serf |
| 9–12 | Freefolk |
| 13–15 | Guilded Freefolk |
| 16–17 | Gentry |
| 18 | Noble |