CHAPTER 1: ABILITY SCORES
Every character is built on six numbers. Three are physical (Strength, Dexterity, Constitution) and three are mental (Intelligence, Wisdom, Charisma). Together, they determine what a character can do, what they resist, and who they are before a single choice is made at the table.
Scores for most characters fall between 3 and 18. The human average runs 9–11. Ancestry adjustments can push scores outside that range; the entry for each ancestry specifies its minimums, maximums, and adjustments.
Ability scores have two functions: they produce modifiers that apply directly to combat rolls, hit points, and saving throws, and they set the target number for ability checks. How checks work is covered in Chapter 6: Skills.
Generating Ability Scores
The method the table chooses here shapes the kind of game you end up playing. Agree on one before anyone picks up dice.
Method I — Standard. Roll 4d6 and discard the lowest die. Repeat six times. Assign the six results to the six ability scores in any order.
- The recommended method. The average result per score lands around 12, with real variance — characters will have genuine strengths and genuine gaps. The assignment step is where the character begins to take shape: deciding where a 15 goes matters, and so does deciding where a 7 goes.
Method II — Traditional. Roll 3d6 six times, in order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Record each result as it falls.
- Fortune shapes these characters, not assignment. Scores can fall anywhere from 3 to 18 in an order the player didn't choose. Class minimum requirements apply regardless — a player who cannot meet them on a first pass may reroll a single score once, if the table agrees to this before anyone rolls. Some groups find the pressure of a constrained character worth it. Others find it an obstacle that contributes nothing to the fiction. Know which table you're running before committing to this method.
Method III — Flexible. Roll 3d6 twelve times. Choose six of the twelve results and assign them in any order. Discard the rest.
- Statistically close to Method I, but the larger pool reduces the risk of an unplayable spread. A useful middle position for groups who want randomness without the harder edges of traditional rolling.
Method IV — Point Buy. Every ability score begins at 8. Distribute 30 points freely. No score may fall below 3 or be raised above 18. Increases above 15 carry a higher cost: 15 to 16 costs 2 points; 16 to 17 costs 3 points; 17 to 18 costs 4 points. All other increases cost 1 point per step.
- Fortune plays no part in this method. Characters arrive at the table fully formed. Point buy suits groups who come in with a concept already decided and want the ability scores to execute it without interference — but it produces characters who rarely surprise their players, and almost never surprise the GM running them.
After generation and before ancestry selection, no score may exceed 18 — except through ancestry adjustments or exceptional strength, which applies to warriors only.
STRENGTH
Strength governs raw physical force: how hard a blow lands, how much weight a character carries, and whether a shoulder against a stuck door does anything. It is the primary ability score for warriors, and the one score that can meaningfully exceed 18 through normal play.
Table 1.1: Strength
| Score | Attack Mod | Damage Mod | No-Enc (kg) | Max (kg) | Force Doors | Bend Bars |
|---|---|---|---|---|---|---|
| 1 | −5 | −4 | 0.5 | 1.5 | 1 | 0% |
| 2 | −3 | −2 | 0.5 | 2.5 | 1 | 0% |
| 3 | −3 | −1 | 2.5 | 4.5 | 2 | 0% |
| 4–5 | −2 | −1 | 4.5 | 9 | 3 | 0% |
| 6–7 | −1 | 0 | 9 | 25 | 4 | 0% |
| 8–9 | 0 | 0 | 16 | 41 | 5 | 1% |
| 10–11 | 0 | 0 | 18 | 52 | 6 | 2% |
| 12–13 | 0 | 0 | 20 | 61 | 7 | 4% |
| 14–15 | 0 | 0 | 25 | 74 | 8 | 7% |
| 16 | 0 | +1 | 32 | 81 | 9 | 10% |
| 17 | +1 | +1 | 38 | 99 | 10 | 13% |
| 18 | +1 | +2 | 50 | 115 | 11 | 16% |
| 18/01–50 | +1 | +3 | 61 | 126 | 12 | 20% |
| 18/51–75 | +2 | +3 | 72 | 140 | 13 | 25% |
| 18/76–90 | +2 | +4 | 83 | 150 | 14 | 30% |
| 18/91–99 | +2 | +5 | 105 | 170 | 15 (3) | 35% |
| 18/00 | +3 | +6 | 150 | 215 | 16 (6) | 40% |
| 19 | +3 | +7 | 220 | 290 | 16 (8) | 50% |
| 20 | +3 | +8 | 240 | 315 | 17 (10) | 60% |
| 21 | +4 | +9 | 285 | 365 | 17 (12) | 70% |
| 22 | +4 | +10 | 355 | 435 | 18 (14) | 80% |
| 23 | +5 | +11 | 420 | 510 | 18 (16) | 90% |
| 24 | +6 | +12 | 555 | 650 | 19 (17) | 95% |
| 25 | +7 | +14 | 690 | 790 | 19 (18) | 99% |
Force Doors: roll 1d20 equal to or under the listed number. The value in parentheses applies to locked, barred, or magically held doors.
Attack Modifier. Added to the attack roll for melee weapons and bows. See Chapter 7: Combat and Chapter 9: Weapons & Armor for bow specifics.
Damage Modifier. Added to damage for melee weapons, hurled weapons, and bows. Crossbows are excluded regardless of Strength score.
No-Encumbered. Maximum weight in kilograms carried without encumbrance effects. See Chapter 7: Equipment.
Max Weight. Absolute carrying capacity. A character bearing more than this cannot move.
Force Doors. To force open a large or stuck door, roll 1d20. A result equal to or under the listed number succeeds. The value in parentheses applies to locked, barred, or magically held doors. A failed attempt cannot be retried on the same door.
Bend Bars/Lift Portcullis. The percentage chance to bend iron bars, lift a portcullis, or perform a comparable feat of raw power. Roll percentile dice.
Exceptional Strength
A warrior whose Strength reaches 18 rolls a d% immediately and records both values — for example, 18/43. The percentile determines where on the extended portion of the table the warrior falls. 18/61 outperforms 18/35 in every column. No other class qualifies for exceptional strength.
Bonuses and penalties. When a spell, magic item, or curse raises or lowers a warrior's Strength, each point of change moves the exceptional strength score one category up or down, landing in the middle of the new range. Ancestry modifiers applied at character creation do not trigger this rule. The movement points between each category:
- 18/01–50: a bonus rises to 18/51; a penalty drops to standard 18.
- 18/51–75: a bonus rises to 18/76; a penalty drops to 18/50.
- 18/76–90: a bonus rises to 18/91; a penalty drops to 18/75.
- 18/91–99: a bonus rises to 18/00; a penalty drops to 18/90.
- 18/00: a bonus rises to 19; a penalty drops to 18/95.
DEXTERITY
Dexterity measures quickness and precision — hand-eye coordination, reaction speed, and the body's capacity for evasion. It is the primary ability score for rogues, but its effect on Armor Class makes it meaningful for every class.
Table 1.2: Dexterity
| Score | Surprise Mod | Missile Attack Mod | AC Modifier |
|---|---|---|---|
| 1 | −6 | −6 | −5 |
| 2 | −4 | −4 | −5 |
| 3 | −3 | −3 | −4 |
| 4 | −2 | −2 | −3 |
| 5 | −1 | −1 | −2 |
| 6–8 | 0 | 0 | −1 |
| 9–14 | 0 | 0 | 0 |
| 15 | 0 | 0 | +1 |
| 16 | +1 | +1 | +2 |
| 17 | +2 | +2 | +3 |
| 18 | +2 | +2 | +3 |
| 19 | +3 | +3 | +4 |
| 20–21 | +3 | +3 | +4 |
| 21–23 | +4 | +4 | +5 |
| 24–25 | +5 | +5 | +6 |
AC Modifier: positive values add to Armor Class (better defense); negative values subtract from it (worse defense). A character who cannot react to their situation — surprised, prone, paralyzed, sleeping, or restrained — does not benefit from a positive modifier.
Surprise Modifier. Applied to surprise rolls. Also applies to Reflex saves — saves against effects that quick movement can avoid, such as area spells and breath weapons. See Chapter 8: Saving Throws.
Missile Attack Modifier. Applied to all ranged attack rolls. Also reduces penalties incurred when attacking with a second weapon.
AC Modifier. Added directly to Armor Class. See note above on reactive conditions.
CONSTITUTION
Constitution measures physical endurance: the body's capacity to absorb punishment, shake off poison and disease, and survive trauma. Every class benefits from it.
A character's base Constitution score is the maximum number of times they can be resurrected. Each resurrection reduces that count by one. The count does not recover.
The Fortitude save — against poison, disease, death magic, and direct physical trauma — is set equal to Constitution at character creation and advances separately thereafter. See Chapter 8: Saving Throws.
Table 1.3: Constitution
| Score | HP Modifier | System Shock | Resurrection | Poison Resist | Regeneration |
|---|---|---|---|---|---|
| 3 | −2 | 25% | 30% | −2 | — |
| 4 | −1 | 30% | 35% | −1 | — |
| 5 | −1 | 35% | 40% | 0 | — |
| 6 | 0 | 40% | 45% | 0 | — |
| 7 | 0 | 55% | 60% | 0 | — |
| 8 | 0 | 60% | 65% | 0 | — |
| 9 | 0 | 65% | 70% | 0 | — |
| 10 | 0 | 70% | 75% | 0 | — |
| 11 | 0 | 75% | 80% | 0 | — |
| 12 | 0 | 80% | 85% | 0 | — |
| 13 | 0 | 85% | 90% | 0 | — |
| 14 | 0 | 88% | 92% | 0 | — |
| 15 | +1 | 90% | 94% | 0 | — |
| 16 | +2 * | 95% | 96% | 0 | — |
| 17 | +3 | 97% | 98% | 0 | — |
| 18 | +4 | 99% | 100% | 0 | — |
| 19 | +5 | 99% | 100% | +1 | — |
| 20 | +5 ** | 99% | 100% | +1 | 1/6 turns |
| 21 | +6 *** | 99% | 100% | +2 | 1/5 turns |
| 22 | +6 *** | 99% | 100% | +2 | 1/4 turns |
| 23 | +6 *** | 99% | 100% | +3 | 1/3 turns |
| 24 | +7 **** | 99% | 100% | +3 | 1/2 turns |
| 25 | +7 **** | 100% | 100% | +4 | 1 turn |
* Maximum HP modifier for non-warrior classes, regardless of actual Constitution score. ** Minimum result of 2 on any hit die. *** Minimum result of 3 on any hit die. **** Minimum result of 4 on any hit die.
HP Modifier. Added to each hit die rolled when determining hit points. The roll always yields a minimum of 1 HP regardless of the modifier. Non-warrior classes apply no more than +2, regardless of actual Constitution score.
When Constitution changes permanently, hit points adjust: multiply the new HP modifier by the character's current number of hit dice, then add or subtract the difference from the previous modifier's total. This calculation can reduce current hit points to zero or below, which can kill the character.
System Shock. The percentage chance of surviving a sudden physical transformation — polymorph, petrification, and similar effects. Roll percentile dice; surviving requires rolling equal to or under the listed percentage. A character who fails a System Shock roll when returning to their original form also dies.
Resurrection Chance. The percentage chance that a resurrection attempt succeeds. The caster makes this roll.
Poison Resistance. A modifier applied to saving throws against poison.
Regeneration. Available only at Constitution scores attainable through magic or exceptional ancestry traits. The character recovers the listed number of hit points per turn. This does not regenerate severed limbs unless specified by the source granting it.
INTELLIGENCE
Intelligence measures what a character has learned and retained: languages, scholarly knowledge, and the cognitive foundation that arcane magic requires. It is the primary ability score for wizards, governing how many spells they can learn and how powerful those spells can be.
A low Intelligence score means a character grew up without access to formal education, books, or scholarly training — not that they lack competence, judgment, or courage. A brilliant fighter who never learned to read has Intelligence 6. A well-read but street-naive scholar has Wisdom 6. These measure different things.
Intelligence has no associated saving throw. Resisting magical influence on the mind belongs to willpower and perception — that is, Wisdom's domain, and the Will save.
Table 1.4: Intelligence
| Score | Extra Languages | Max Spell Level | Max Spells/Level | Learn Spell | Illusion Immunity |
|---|---|---|---|---|---|
| 1 | 0 | — | — | — | — |
| 2–8 | 1 | — | — | — | — |
| 9 | 2 | 4th | 6 | 35% | — |
| 10 | 2 | 5th | 7 | 40% | — |
| 11 | 2 | 5th | 7 | 45% | — |
| 12 | 3 | 6th | 7 | 50% | — |
| 13 | 3 | 6th | 9 | 55% | — |
| 14 | 4 | 7th | 9 | 60% | — |
| 15 | 4 | 7th | 11 | 65% | — |
| 16 | 5 | 8th | 11 | 70% | — |
| 17 | 6 | 8th | 14 | 75% | — |
| 18 | 7 | 9th | 18 | 85% | — |
| 19 | 8 | 9th | 24 | 95% | 1st-level illusions |
| 20 | 9 | 9th | 30 | 96% | 2nd-level illusions |
| 21 | 10 | 9th | 30 | 97% | 3rd-level illusions |
| 22 | 11 | 9th | 30 | 98% | 4th-level illusions |
| 23 | 12 | 9th | 30 | 99% | 5th-level illusions |
| 24 | 15 | 9th | 30 | 100% | 6th-level illusions |
| 25 | 20 | 9th | 30 | 100% | 7th-level illusions |
Extra Languages. All characters begin play knowing Common. Non-human characters also speak their ancestral language at no cost. This column indicates the number of additional languages the character may learn. At Intelligence 1, communication is limited to gesture and sound.
Max Spell Level. The highest level of wizard spell this Intelligence score supports. A wizard whose Intelligence falls below the threshold for a known spell retains that spell but cannot learn new spells of that level.
Max Spells Per Level. The maximum number of wizard spells that can be learned per spell level. At score 21 and above, beings of demigod status or higher have no upper limit.
Learn Spell. The percentage chance a wizard successfully learns a new spell from study. A failed roll cannot be retried until the wizard gains a level.
Illusion Immunity. Characters with Intelligence 19 or higher see through illusions up to the listed level automatically — no roll required. Immunities are cumulative across all qualifying thresholds.
WISDOM
Wisdom measures judgment, perceptiveness, and strength of will — the qualities that distinguish someone who understands a situation from someone who merely survives it. Priests draw on it for divine spellcasting. Every character draws on it for one of the most important defenses in the game.
The Will save — against charm, fear, mental influence, and most spells targeting the mind — is set equal to Wisdom at character creation and advances separately thereafter. See Chapter 8: Saving Throws.
Table 1.5: Wisdom
| Score | Mental Defense Mod | Bonus Spells | Spell Failure | Spell Immunity |
|---|---|---|---|---|
| 1 | 0 | — | 80% | — |
| 2 | 0 | — | 60% | — |
| 3 | 0 | — | 50% | — |
| 4 | 0 | — | 45% | — |
| 5 | 0 | — | 40% | — |
| 6 | 0 | — | 35% | — |
| 7 | 0 | — | 30% | — |
| 8 | 0 | — | 25% | — |
| 9 | 0 | — | 20% | — |
| 10 | 0 | — | 15% | — |
| 11 | 0 | — | 10% | — |
| 12 | 0 | — | 5% | — |
| 13 | 0 | 1st | 0% | — |
| 14 | 0 | 1st | 0% | — |
| 15 | +1 | 2nd | 0% | — |
| 16 | +2 | 2nd | 0% | — |
| 17 | +3 | 3rd | 0% | — |
| 18 | +4 | 4th | 0% | — |
| 19 | +4 | 1st, 4th | 0% | Cause Fear, Charm, Command, Friends, Hypnotism |
| 20 | +4 | 2nd, 4th | 0% | Forget, Hold Person, Ray of Enfeeblement, Scare |
| 21 | +4 | 3rd, 5th | 0% | Fear |
| 22 | +4 | 4th, 5th | 0% | Charm Monster, Confusion, Emotion, Fumble, Suggestion |
| 23 | +4 | 5th, 5th | 0% | Chaos, Feeblemind, Hold Monster, Magic Jar, Quest |
| 24 | +4 | 6th, 6th | 0% | Geas, Mass Suggestion, Rod of Rulership |
| 25 | +4 | 6th, 7th | 0% | Antipathy/Sympathy, Death Spell, Mass Charm |
Bonus Spells: available to priests only. Each listed spell level grants one additional spell slot per day at that level. Bonuses are cumulative — a Wisdom of 19 grants both the 1st-level and 4th-level bonus.
Mental Defense Modifier. Applied to Will saves — saving throws against spells and effects targeting the mind, including charm and fear.
Bonus Spells. Priests with Wisdom 13 or higher gain additional spell slots. Each entry grants one extra slot at the listed level per day. The bonuses stack: Wisdom 19 grants two bonus slots (one 1st-level and one 4th-level), not one.
Spell Failure. Priests with Wisdom below 13 have a chance of spell failure on each casting. Roll percentile dice before casting; a result under the listed percentage means the spell is lost without effect.
Spell Immunity. High Wisdom confers automatic immunity to specific spells. Immunity is cumulative — every effect listed for lower scores applies at higher ones as well.
CHARISMA
Charisma measures personal presence: the quality that makes people listen, follow, or stay when the situation gives them reasons to go. It governs the number of permanent retainers a character can maintain, how those retainers hold under pressure, and the initial reaction of strangers.
Physical appearance may contribute to Charisma, but it is neither required nor sufficient. A scarred veteran who commands rooms through authority has high Charisma. A handsome noble who visibly hesitates may not.
Table 1.6: Charisma
| Score | Max Henchmen | Loyalty Mod | Reaction Mod |
|---|---|---|---|
| 1 | 0 | −8 | −7 |
| 2 | 1 | −7 | −6 |
| 3 | 1 | −6 | −5 |
| 4 | 1 | −5 | −4 |
| 5 | 2 | −4 | −3 |
| 6 | 2 | −3 | −2 |
| 7 | 3 | −2 | −1 |
| 8 | 3 | −1 | 0 |
| 9–11 | 4 | 0 | 0 |
| 12 | 5 | 0 | 0 |
| 13 | 5 | 0 | +1 |
| 14 | 6 | +1 | +2 |
| 15 | 7 | +3 | +3 |
| 16 | 8 | +4 | +5 |
| 17 | 10 | +6 | +6 |
| 18 | 15 | +8 | +7 |
| 19 | 20 | +10 | +8 |
| 20 | 25 | +12 | +9 |
| 21 | 30 | +14 | +10 |
| 22 | 35 | +16 | +11 |
| 23 | 40 | +18 | +12 |
| 24 | 45 | +20 | +13 |
| 25 | 50 | +20 | +14 |
Maximum Henchmen. The number of NPCs who may serve as permanent retainers. This does not limit hirelings, who are paid labor under contract rather than followers by choice.
Loyalty Modifier. Applied to henchman loyalty checks. High Charisma keeps retainers from deserting when conditions deteriorate; low Charisma means they need less reason to go.
Reaction Modifier. Applied to random reaction rolls when first encountering NPCs. Positive modifiers improve initial disposition; negative modifiers worsen it.
Ancestry Requirements and Adjustments
Non-human ancestries have minimum and maximum score requirements and permanent adjustments. Requirements are checked against raw, unadjusted scores generated during character creation — before any ancestry modifier is applied. If a raw score falls outside the required range for a chosen ancestry, that ancestry is unavailable.
Once the choice is confirmed, apply the ancestry adjustments permanently. Ancestry bonuses can push a score above 18; the ceiling that applies during score generation does not apply here.
Two ancestries — Badaki and Ûrgon — carry an additional prerequisite: the character must have a minimum of 13 in both Strength and Constitution before adjustments. Both minimums must be met simultaneously. A character with Strength 15 and Constitution 11 does not qualify, regardless of how close the shortfall is.
Human characters have no requirements. Any set of rolled scores qualifies, and no modifiers apply.
Size
Most player characters are medium-sized — human-scale, capable of passing through a standard doorway, purchasing armor at any garrison outfitter, and moving through a 1.5 m corridor without incident.
Ûrgon characters are large. In confined spaces — corridors narrower than 3 m, small rooms, standard dungeon passages, and any environment the GM judges similarly restrictive — large characters suffer a −2 penalty to attack rolls and Armor Class. Passing through an opening smaller than 1.5 m requires a full round and a successful Strength check. Armor for an Ûrgon must be custom-made, costs three times the listed price, and requires a craftsman who has worked with the ancestry before.
Badaki characters occupy the upper edge of medium. Their physical mass is reflected in their ability score profile, not in combat restrictions.
Natural Armor
Badaki, Ûrgon, and Vartran possess natural armor — dense hide, layered muscle, or scales — that provides a base Armor Class without worn armor. Each ancestry's entry lists the natural armor AC value. When worn armor produces a better AC than the natural rating, use the worn armor. When it does not, the natural armor applies. The two values never combine.
Darkvision and Infravision
Most non-human ancestries possess infravision: the ability to detect heat signatures in darkness, rendering warm-blooded creatures and heat sources visible at up to 18 m. Infravision does not allow a character to read, distinguish colors, or perceive cold objects clearly.
Duergar possess true darkvision. They see in complete darkness as clearly as a human sees in full daylight — full detail, cold objects included, no heat-signature limitation. The cost: Duergar eyes are calibrated to permanent underground conditions. In direct outdoor daylight, or its magical equivalent, they suffer a −2 penalty to all attack rolls, saving throws, and skill checks. This penalty disappears underground, indoors, or after dusk.
Table 1.7: Ancestry Ability Score Requirements
| Score | Húldar | Aelár | Duardeen | Duergar | Badaki | Ûrgon | Vartran | Val'arian |
|---|---|---|---|---|---|---|---|---|
| Strength | 3–18 | 3–18 | 8–18 | 8–18 | 13–20 † | 13–20 † | 8–20 | 3–17 |
| Dexterity | 6–19 | 6–19 | 2–17 | 2–16 | 3–16 | 2–14 | 3–16 | 8–19 |
| Constitution | 7–18 | 5–18 | 11–19 | 12–20 | 13–20 † | 13–20 † | 10–20 | 5–17 |
| Intelligence | 5–18 | 4–18 | 3–18 | 3–18 | 3–17 | 5–18 | 6–18 | 5–18 |
| Wisdom | 10–18 | 3–18 | 3–18 | 3–18 | 3–18 | 8–18 | 3–18 | 6–18 |
| Charisma | 3–18 | 6–18 | 3–17 | 2–14 | 3–16 | 6–18 | 3–18 | 6–18 |
† Badaki and Ûrgon require a minimum of 13 in both Strength and Constitution before adjustments. Both minimums must be met simultaneously.
Human characters have no ability score requirements.
Table 1.8: Ancestry Ability Score Adjustments
| Ancestry | Adjustments |
|---|---|
| Human | — |
| Húldar | +1 Wisdom, −1 Constitution |
| Aelár | +1 Dexterity, −1 Constitution |
| Duardeen | +1 Constitution, −1 Dexterity |
| Duergar | +1 Constitution, −1 Charisma |
| Badaki | +2 Strength, +1 Constitution, −1 Dexterity, −1 Intelligence |
| Ûrgon | +2 Strength, +1 Constitution, −2 Dexterity |
| Vartran | +1 Strength, +1 Constitution, −1 Dexterity |
| Val'arian | +1 Dexterity, −1 Strength |
Full trait descriptions for all non-human ancestries appear under their respective entries in Chapter 2.

