6. Note Saving Throws and                       10.
Buy Equipment
Class Abilities                                 Your character has 3d6 × 10 gold pieces
                                                (see Wealth, p90). Consult the equip-
Record any special abilities possessed by
                                                ment lists (see p94) and decide what to
your character as a result of their class, as
                                                purchase with this initial wealth.
well as your character’s saving throws. If
your character has a spell book, ask your       Remember: Your chosen class may
referee which spells are recorded in it.        restrict your use of some equipment (e.g.
The referee may allow you to choose.            weapons and armour).
Weapon Proficiencies (Optional Rule)
If using the optional rule for weapon
proficiency (see p23), select which
weapons your character is proficient with,
choosing from the list of weapons usable
by the character’s class.
7. Roll Hit Points
Determine your character’s hit points           11. Note Armour Class
by rolling the die type specified for your
class. Modifiers for high or low Consti-        Your character’s Armour Class is deter-
tution apply (see Ability Scores, p20).         mined by two factors:
Characters always start with at least 1 hit     ▶  Armour: The armour worn deter-
point, regardless of CON modifier.              mines your character’s base AC. See the
                                                equipment lists under Equipment, p94.
Re-Rolling 1s and 2s (Optional Rule)            ▶  Dexterity: See Ability Scores, p20.
If you roll a 1 or 2 (before applying any
CON modifier), the referee may allow            Unarmoured AC
you to re-roll. This is in order to increase    If your character has no armour, their
the survivability of 1st level PCs.             base AC is 9 [10].
8. Choose Alignment                             12. Note Level and XP
Decide whether your character is Lawful,        Your character begins play at 1st level
Neutral, or Chaotic (see Alignment,             with 0 XP.
p22).
                                                13. Secondary Skill (Optional Rule)
9. Note Known Languages                         If using the optional rule for secondary
Your character’s class determines their         skills (see p25), determine which skill
native languages. This always includes          your character has.
the common tongue and your character’s
alignment language. Characters with high        14. Name Character
INT may also choose additional languag-
                                                Finally, choose a name for your character.
es. See Languages, p24.
                                                You are now ready for adventure!
                                                                                             17
     Creating a                                     Multiple Classes (Optional Rule)
                                                    If using the optional rule for multiple
                                                    classes (see p15), you may select more
     Character:                                     than one class for your character as long
                                                    as their ability scores meet the require-
     Advanced Method                                ments of all selected classes.
                                                    4. Adjust Ability Scores
     To create a character, you’ll first need       If you wish, you may raise your charac-
     a character sheet—a sheet of paper on          ter’s prime requisite(s) by lowering other
     which to record all information about the      (non-prime requisite) ability scores. For
     new character.                                 every 2 points by which an ability score is
     A selection of different character sheet       lowered, 1 point may be added to a prime
     PDFs is available at necroticgnome.com.        requisite. The following restrictions apply:
     These may be downloaded and printed            ▶  Only Strength, Intelligence, and Wis-
     for use in your games.                         dom may be lowered in this way.
                                                    ▶  No score may be lowered below 9.
     1. Roll Ability Scores                         ▶  Some character classes may have addi-
     Roll 3d6 for each of your character’s abili-   tional constraints.
     ty scores: Strength, Intelligence, Wisdom,
     Dexterity, Constitution, and Charisma.         5. Note Ability Score Modifiers
     See Ability Scores, p20.
                                                    Now that your character’s ability scores
     Sub-Par Characters                             are fixed, make a note of any associated
     If you roll a character with very poor         bonuses or penalties (see p20).
     ability scores—for example an 8 or less in
     every score or an extremely low rating in      6. Note Attack Values
     one ability—the referee may allow you to       The level progression chart for your
     discard the character and start again.         character’s class lists your THAC0 score.
                                                    This indicates your chance of hitting
     2. Choose a Race                               opponents in combat, as determined by
     Select one of the races available (see         the Attack Matrix, p241.
     p78), bearing in mind the minimum              For quick reference, it is convenient to
     ability score requirements of some races.      look up the values in the attack ma-
     Ability score modifiers: If the selected       trix row for your character’s THAC0
     race lists ability score modifiers, adjust     (determined by class and level) and
     your character’s ability scores as indi-       record them on your character sheet.
     cated. These modifiers cannot raise an         1st level characters have a THAC0 of 19
     ability score above 18 or lower it below 3.    [0], resulting in the attack values shown
                                                    opposite.
     3. Choose a Class                              Ascending AC (Optional Rule)
     Select one of the classes available to your    If using the optional rule for Ascending
     race, bearing in mind the minimum ability      AC (p13), record your attack bonus on
     score requirements of some classes.            your character sheet, instead of the attack
                                                    matrix quick reference.
18
1st Level PC Attack Values
  Attack Roll 10        11        12      13    14     15      16     17      18      19
       AC Hit 9          8         7       6    5       4       3      2       1          0
7. Note Saving Throws and                       11. Buy Equipment
Class/Race Abilities                            Your character has 3d6 × 10 gold pieces
                                                (see Wealth, p90). Consult the equip-
Record any special abilities possessed by
                                                ment lists (see p94) and decide what to
your character as a result of their race
                                                purchase with this initial wealth.
and class, as well as their saving throws. If
your character has a spell book, ask your       Remember: Your chosen race and class
referee which spells are recorded in it.        may restrict your use of some equipment
The referee may allow you to choose.            (e.g. weapons and armour).
Weapon Proficiencies (Optional Rule)            12. Note Armour Class
If using the optional rule for weapon
proficiency (see p23), select which             Your character’s Armour Class is deter-
weapons your character is proficient with,      mined by two factors:
choosing from the list of weapons usable        ▶  Armour: The armour worn deter-
by the character’s race and class.              mines your character’s base AC. See the
                                                equipment lists under Equipment, p94.
8. Roll Hit Points                              ▶  Dexterity: See Ability Scores, p20.
Determine your character’s hit points           Unarmoured AC
by rolling the die type specified for your      If your character has no armour, their
class. Modifiers for high or low Consti-        base AC is 9 [10].
tution apply (see Ability Scores, p20).
Characters always start with at least 1 hit     13. Note Level and XP
point, regardless of CON modifier.
                                                Your character begins play at 1st level
Re-Rolling 1s and 2s (Optional Rule)            with 0 XP.
If you roll a 1 or 2 (before applying any
CON modifier), the referee may allow            14. Secondary Skill (Optional Rule)
you to re-roll. This is in order to increase
                                                If using the optional rule for secondary
the survivability of 1st level PCs.
                                                skills (see p25), determine which skill
                                                your character has.
9. Choose Alignment
Decide whether your character is Lawful,        15. Name Character
Neutral, or Chaotic (see p22).
                                                Finally, choose a name for your character.
                                                You are now ready for adventure!
10. Note Known Languages
Your character’s race determines their
native languages. Characters with high
INT may also choose additional languag-
es. See Languages, p24.
                                                                                              19
     Ability Scores                                  Dexterity (DEX)
                                                     Agility, reflexes, speed, and balance.
     A character’s score in each ability deter-      ▶  AC: Modifies the character’s AC (a
     mines whether they have any bonuses or          bonus lowers AC, a penalty raises it).
     penalties associated with various actions       ▶  Missile: Applied to attack rolls (but
     in the game. The tables opposite list the       not damage rolls) with ranged weapons.
     modifiers associated with each ability          ▶  Initiative: Modifies the character’s
     score, with the effects described below.        initiative roll, if the optional rule for
                                                     individual initiative is used (see Combat,
     Strength (STR)                                  p234).
     Brawn, muscle, and physical power.
     ▶  Melee: Is applied to attack and damage
                                                     Constitution (CON)
     rolls with melee weapons.                       Health, stamina, and endurance.
     ▶  Open doors: The chance of success            ▶  Hit points: Applies when rolling a
     with attempts to force open a stuck door        character’s hit points (i.e. at 1st level and
     (see Dungeon Adventuring, p222).                every time a level is gained thereafter). A
                                                     character always gains at least 1 hit point
     Intelligence (INT)                              per Hit Die, regardless of CON modifier.
     Learning, memory, and reasoning.
                                                     Charisma (CHA)
     ▶  Spoken languages: Denotes the num-
     ber of languages the character can speak.       Force of personality, persuasiveness, per-
                                                     sonal magnetism, physical attractiveness,
     ▶  Literacy: Indicates the character’s abili-
                                                     and ability to lead.
     ty to read and write their native languages.
                                                     ▶  NPC reactions: Applies when hiring
     Wisdom (WIS)                                    retainers and when interacting with
                                                     monsters.
     Willpower, common sense, perception,
                                                     ▶  Max # of retainers: Determines the
     and intuition.
                                                     number of retainers a character may have
     ▶  Magic saves: Is applied to saving            at any one time.
     throws (see p217) versus magical effects.
                                                     ▶  Retainer loyalty: Determines retain-
     This does not normally include saves
                                                     ers’ loyalty to the character.
     against breath attacks, but may apply to
     any other saving throw category.
                                                     Prime Requisite
                                                     Each character class has one or more
                                                     prime requisites—ability scores of special
                                                     importance to that class’ function. A
                                                     character’s score in their prime requisites
                                                     affects how quickly they gain XP.
                                                     ▶  XP modifier: Applied to all XP
                                                     awarded to characters with a single prime
                                                     requisite. The modifiers for classes with
                                                     multiple prime requisites are noted in the
                                                     class description.
20
Strength Modifiers
    STR          Melee             Open Doors
    3             –3                 1-in-6
   4–5            –2                 1-in-6
   6–8            –1                 1-in-6
  9–12           None                2-in-6
  13–15           +1                 3-in-6
  16–17           +2                 4-in-6
    18            +3                 5-in-6
Intelligence Modifiers                             Wisdom Modifiers
   INT      Spoken Languages          Literacy        WIS         Magic Saves
     3     Native (broken speech)     Illiterate       3                –3
   4–5     Native                     Illiterate      4–5               –2
   6–8     Native                     Basic           6–8               –1
  9–12     Native                     Literate        9–12             None
 13–15     Native + 1 additional      Literate       13–15              +1
 16–17     Native + 2 additional      Literate       16–17              +2
    18     Native + 3 additional      Literate         18               +3
Dexterity Modifiers                                Constitution Modifiers
   DEX          AC       Missile      Initiative     CON             Hit Points
      3        –3         –3             –2             3               –3
    4–5        –2         –2             –1           4–5               –2
    6–8        –1         –1             –1           6–8               –1
   9–12       None       None           None         9–12              None
  13–15        +1         +1             +1         13–15               +1
  16–17        +2         +2             +1         16–17               +2
     18        +3         +3             +2            18               +3
Charisma Modifiers                                 Prime Requisite Modifiers
                            Retainers                 Prime
  CHA      NPC Reactions Max # Loyalty              Requisite       XP Modifier
     3          –2             1           4           3–5             –20%
   4–5          –1             2           5           6–8             –10%
   6–8          –1             3           6          9–12             None
  9–12         None            4           7         13–15             +5%
 13–15          +1             5           8         16–18             +10%
 16–17          +1             6           9
    18          +2             7          10
                                                                                  21