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Note that these are inherent to the character and do not change or improve as you level up. All character growth is expressed by your class progression. Consult the tables here.
STR Score | Melee Damage Bonus | Open Doors | Encumbrance |
---|---|---|---|
3-6 | -1 | 1 in 6 | - |
7-12 | 0 | 2 in 6 | - |
13 | 0 | 2 in 6 | -1 |
14 | 0 | 2 in 6 | -2 |
15 | +1 | 3 in 6 | -3 |
16 | +1 | 3 in 6 | -4 |
17 | +1 | 3 in 6 | -5 |
18 | +1 | 3 in 6 | -6 |
Damage Bonus: add to melee damage [Delving Deeper].
Open Doors: bonus to open stuck doors [7VoZ/Greyhawk].
Encumbrance modifier: subtracted from armour/coins encumbrance only [Houserule].
(This requires some justification, as it is odd to subtract only from two sources of encumbrance. Since we are using the 7VoZ ‘dot’ encumbrance rules, and each dot is an abstraction of both weight and bulkiness, it seems to me that neither armour nor coins are particularly bulky, therefore a strong character may ignore their weight more easily than a weak one. Meanwhile, other objects get in the strong character’s way as much as they do a weaker one – swords catching in doorways, etc. – so it is less appropriate to modify their total encumbrance)
Roll six six-sided dice under Strength score.
INT Score | Bonus Languages (F; T / M-U) |
% to Know: | Min./Max. # of Spells: |
---|---|---|---|
3-4 | 0 | 20% | 2 |
5-7 | 0 | 30% | 3 |
8-9 | 0 | 40% | 4 |
10 | 0 | 50% | 5 |
11 | 0 / 1 | 50% | 5 |
12 | 0 / 2 | 50% | 5 |
13 | 1 / 3 | 65% | 6 |
14 | 1 / 4 | 65% | 6 |
15 | 1 / 5 | 75% | 8 |
16 | 2 / 6 | 75% | 8 |
17 | 2 / 7 | 85% | 10 |
18 | 3 / 8 | 95% | 15 |
Fighters and Thieves:
INT Score | Extra Languages |
---|---|
13-15: | 1 additional language |
16-17: | 2 additional languages |
18: | 3 additional languages |
Magic-Users:
1 additional language per point of INT better than 10 (ie. 1 additional language at 11 INT, 3 at 13 INT, 7 at 17 INT, 8 at 18 INT, etc.)
Chance to know spell: percentile chance to learn any individual spell from eg. spellbook or scroll [Greyhawk]. May be rolled once per character level.
Minimum/Maximum # of spells knowable per level: The capabilities of any given Magic-User are determined by their Intelligence and Wisdom scores. The lower of their Minimum/Maximum scores shows the minimum number of spells they may know per spell level, the higher the maximum. So, for example, a Magic-User with an INT of 15 and a WIS of 8 would have be able to learn, at minimum 5, and at most 8, 1st level spells. Coversely another character with INT/WIS scores of 8/15 would have min./max. values of 4/10. If the minimum threshold is not reached once all spells in a level have been checked for, an unfortunate Magic-User may attempt to ‘re-learn’ previously failed spells [Homebrew].
WIS Score | Turn Undead Bonus | Min./Max. # of Spells: |
---|---|---|
3-7 | -2 | 4 |
8-9 | - | 5 |
10-11 | - | 6 |
12-13 | - | 7 |
14 | +2 | 8 |
15 | +2 | 10 |
16 | +2 | 12 |
17 | +2 | 15 |
18 | +2 | 20 |
Turn undead: modifier to turn undead rolls [7VoZ].
Minimum/Maximum # of spells knowable per level: Functions as per the equivalent entry under Intellingence, above.
DEX Score | Ranged To-Hit Bonus |
---|---|
8 or worse: | -1 |
13 or better: | +1 |
CON Score | HP Adjustment | System Shock |
---|---|---|
3-6 | -1 | 30% |
7-10 | 0 | 50% |
11-12 | 0 | 75% |
13-14 | 0 | 85% |
15 | +1 | 90% |
16 | +1 | 95% |
17 | +1 | 98% |
18 | +1 | 99% |
Hit point adjustment: Added to hit points rolled or adjusted per character level [Delving Deeper].
System Shock: Percentile chance of not dying when character’s body suffers a rapid alteration, including but not limited to eg. polymorphing, being returned from stone etc. [Greyhawk/Houserule]. Note that there is no resurrection magic in 7VoZ spell lists!
CHA Score | # Retainers | Loyalty | Reaction |
---|---|---|---|
3-4 | 1 | -2 | -1 |
5-6 | 2 | -2 | -1 |
7-9 | 3 | 0 | 0 |
10-12 | 4 | 0 | 0 |
13-14 | 5 | +1 | 0 |
15 | 5 | +1 | +1 |
16 | 6 | +2 | +1 |
17 | 6 | +2 | +1 |
18 | [10] | +4 | +1 |
Maximum number of retainers: The maximum number of close NPC friends (‘henchmen’) you may contract and take on adventure [Men & Magic/Houserule]. Does not include employed noncombatants (‘hirelings’) solely interested in your money, who may be retained in numbers limited only by the size of a character’s purse.
Loyalty adjustment: Starting loyalty adjustment for retainers. Affects morale rolls, reaction to danger, mistreatment, etc. [Men & Magic]
Reaction adjustment: Bonus or penalty to reaction rolls made by members of the same, or sufficiently similar, race. Must be able to communicate effectively [Delving Deeper].