Table of Contents
Creating a Character
You’ll first need a character sheet—a sheet of paper on which to record all information about the new character.
1. Roll Ability Scores
Roll 3d6 for each of your character’s ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. The abilities are described under Ability Scores.
Sub-Par Characters
If all your character’s ability scores are below 9 or you rolled two or more scores below 7, the referee may allow you to discard the character and roll again.
2. Choose a Class
Select one of the classes available, bearing in mind the minimum ability score requirements of some classes. The chosen class determines your character’s race—unless a demihuman class is selected, the character is human.
3. Adjust Ability Scores
If you wish, you may raise your character’s prime requisite(s) by lowering other non-prime requisite ability scores. For every 2 points by which an ability score is lowered, 1 point can be added to a prime requisite (to a maximum of 18). The following restrictions apply:
- Only STR, INT, & WIS can be lowered.
- No score can be lowered below 9.
- Some classes have extra restrictions.
4. Note Ability Score Modifiers
Now that your character’s ability scores are fixed, make a note of any associated bonuses or penalties (see Ability Scores).
5. Note Attack Values
The level progression table for your character’s class lists your THAC0 score, with the ascending AC attack bonus in square brackets. This indicates your chance of hitting opponents in combat. Ask the referee which AC system is in use (see Descending / Ascending AC).
Using descending AC: Look up the attack matrix row for your character’s THAC0 and record the values on your character sheet for quick reference. 1st level characters have THAC0 19, resulting in the attack values shown in the 1st Level PC Attack Values table.
Using ascending AC: Record your attack bonus on your character sheet. 1st level characters have an attack bonus of +0.
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 |
6. Note Saving Throws and Class Abilities
Record any special abilities possessed by your character as a result of their class, as well as their saving throws. If your character has a spell book, ask your referee which spells are recorded in it. The referee may allow you to choose.
7. Roll Hit Points
Determine your character’s hit points by rolling the Hit Die type specified for your class. Modifiers for high or low Constitution apply (see Ability Scores). Characters always start with at least 1 hit point, regardless of CON modifier.
Re-Rolling 1s and 2s (Optional Rule)
If you roll a 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is in order to increase the survivability of 1st level PCs.
8. Choose Alignment
Decide whether your character is Lawful, Neutral, or Chaotic. See Alignment.
9. Note Known Languages
Your character’s native languages are listed in the class description. Characters with high INT speak extra languages. See Languages.
10. Buy Equipment
Your character has 3d6 × 10 gold pieces (see Wealth). Consult the equipment lists (Adventuring Gear and Weapons and Armour) and decide what to purchase with this initial wealth.
Remember: Your chosen class may restrict your use of some equipment (e.g. weapons and armour).
11. Note Armour Class
Your character’s Armour Class is determined by two factors:
- Armour: The armour worn determines your character’s base AC. See Weapons and Armour. Unarmoured characters have base AC 9 [10].
- Dexterity: Above or below average DEX modifies your character’s base AC. See Ability Scores.
12. Note Level and XP
Your character begins play at 1st level with 0 XP. Also note the XP your character’s class needs to reach 2nd level.
13. Name Character
Finally, choose a name for your character. You are now ready for adventure!
