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Ability Score Tables

STRENGTH
Strength (“Str”) is a measure of physical power, and is the most important attribute for fighters. If a fighter, paladin, or ranger
character rolls an 18 strength, the player then rolls a d%, and that number is added as a decimal, or percentage, to the 18 strength. (See
the table below for details.) A roll of 00 on the percentage die indicates a strength score of 19. Members of other classes cannot
naturally gain strength in excess of 18.

The following table summarizes the bonuses and penalties for strength scores. Note that an “Extraordinary Success” indicates the
possibility for extremely strong characters to perform exceptional or normally impossible feats of strength, such as opening a door
which is held closed by some relatively minor magic rather than a lock.

The most weight a character can carry is 150 lbs, plus whatever additional weight is allowed for the character’s strength.

Strength Bonus to Hit Bonus to Damage Encumbrance Minor Tests, e.g. Major Tests, e.g.
Adjustment (in forcing doors bending bars and
lbs) (chance on d6) lifting portcullis
(chance on d%)
3 -3 -1 -35 1 0
4-5 -2 -1 -25 1 0
6-7 -1 0 -15 1 0
8-9 0 0 0 1-2 1
10-11 0 0 0 1-2 2
12-13 0 0 +10 1-2 4
14-15 0 0 +20 1-2 7
16 0 +1 +35 1-3 10
17 +1 +1 +50 1-3 13
18 +1 +2 +75 1-3 16
18.01-18.50 +1 +3 +100 1-3 20
18.51-18.75 +2 +3 +125 1-4 25
18.76-18.90 +2 +4 +150 1-4 30
18.91-18.99 +2 +5 +200 1-4 (1 in 6 35
extraordinary
success)
19 +3 +6 +300 1-5 (1 in 6 40
extraordinary
success)

Encumbrance
A character wearing armor has a maximum movement rate based on that armor, independent of all weight calculations (due to
bulkiness). Thus, armor sets a maximum movement rate and also affects the total weight a character carries.

Weight Carried* Max. Movement Surprise


up to 35lbs Race / Armor +1 (for armor lighter than chain mail only)
36-70 lbs 90 ft/round Normal bonuses apply
71-105 lbs 60 ft/round No normal bonuses apply (but penalties
do)
106-150 lbs 30 ft/round No normal bonuses apply (but penalties
do); -1 extra penalty
* adjust for Encumbrance adjustment (minimum of 1 lb); i.e., A Strength of 14 adds +20 lbs, to each category: up to 55 lbs, 56-90 lbs,
91-105 lbs, 106-170 lbs for example. A Strength 3, for example, subtracts 35 lbs at each category; up to 1 lb, 2-35 lbs, 36-70 lbs, 71-
115 lbs.

No movement is possible if attempting to carry more than 150 lbs (as adjusted). Note that the table above assumes that the character in
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question has a base 120 ft move. If the character is of small race (such as a dwarf, gnome or halfling), a base move of 90 ft may apply
(deduct 30 ft from all movement rates, with a minimum of 30 ft; but do NOT change the effect of encumbrance on surprise/ initiative).
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OSRIC
Ability Score Tables
DEXTERITY
Dexterity (“Dex”) is a measure of the character’s speed, hand-eye coordination, and nimbleness of foot. It affects the accuracy of
missile fire and the character’s ability to dodge blows, so a high dexterity score can be extremely useful to characters of any class. It is
the most important ability score for thieves.

Except in surprise situations, dexterity does not modify the initiative roll in melee combat. However, it may modify initiative in
missile combat (see “Combat”).

Dexterity Score Surprise Bonus Missile Bonus to Hit AC Adjustment


3 -3 -3 +4
4 -2 -2 +3
5 -1 -1 +2
6 0 0 +1
7 0 0 0
8 0 0 0
9 0 0 0
10 0 0 0
11 0 0 0
12 0 0 0
13 0 0 0
14 0 0 0
15 0 0 -1
16 +1 +1 -2
17 +2 +2 -3
18 +3 +3 -4
19 +3 +3 -4

CONSTITUTION
Constitution (“Con”) is a measure of the character’s overall health and vitality. A high constitution score can give the character bonus
hit points (“hp”), so it is a desirable score for any character class. Constitution is also important in two other regards, for it determines
both a character’s ability to survive being raised from the dead (Survive Resurrection/Raise Dead) and to survive a traumatic magical
change in form, such as that caused by a polymorph spell (Survive System Shock).

Constitution Score Hit Point Bonus per Die Survive Resurrection/ Raise Survive System Shock
Dead (d%) (Minor Test) (d%)
3 -2 40 35
4 -1 45 40
5 -1 50 45
6 -1 55 50
7 0 60 55
8 0 65 60
9 0 70 65
10 0 75 70
11 0 80 75
12 0 85 80
13 0 90 85
14 0 92 88
15 +1 94 91
16 +2 96 95
17 +2 (+3 for Fighters, Paladins, 98 97
and Rangers)
18 +2 (+4 for Fighters, Paladins, 100 99
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and Rangers)
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19 +2 (+5 for Fighters, Paladins 100 99

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Ability Score Tables
and Rangers)

INTELLIGENCE
Intelligence (“Int”) is a measure of a character’s raw mental power—his or her ability to calculate, recall facts, and solve abstract
problems. It is the most important attribute for magic users and illusionists. Intelligence also determines how many additional
languages the character may learn beyond those he or she knows at the start of play.

Characters with intelligence higher than 18 are not affected by certain spells of the illusion type (whether cast by a magic user, cleric,
illusionist, etc.). A character with intelligence 19 is immune to the effects of first level illusion spells. If a character were somehow to
attain the godly intelligence of 20, he or she would also be immune to second level illusion spells, and so on.

Intelligence Score Maximum Additional Languages


3 0
4 0
5 0
6 0
7 0
8 1
9 1
10 2
11 2
12 3
13 3
14 4
15 4
16 5
17 6
18 7
19 8

WISDOM
A character’s wisdom score (“Wis”) indicates how “in tune” the character is with his or her surroundings. This translates not only to
general awareness, but also to mystical attunement and the ability to understand peoples’ motives. It is, in many ways, a measure of
the “sixth sense.” Wisdom is the most important attribute for clerics and druids.

Wisdom Score Mental Saving Throw Bonus


3 -3
4 -2
5 -1
6 -1
7 -1
8 0
9 0
10 0
11 0
12 0
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13 0
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14 0
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Ability Score Tables
15 +1
16 +2
17 +3
18 +4
19 +5

CHARISMA
Charisma (“Cha”) determines the character’s maximum number of henchmen (see Chapter III), the henchmen’s loyalty (which is also
applied as a modifier to the henchmen’s morale scores, see “Morale” in Chapter III) and a Reaction Bonus. The Reaction Bonus
should be added to the d% roll which indicates how an NPC or creature reacts to negotiation approaches; scores under 30% will gener-
ally indicate hostility or attacks, while higher scores may indicate a willingness to negotiate or even make friends. Note that a
character is not always permitted a Reaction roll, since some creatures will be hostile irrespective of the character’s charisma, and of
course any negotiation approaches must be made in a language that the creature understands.

Charisma does not determine the outcome of negotiations, although it will affect them. The GM may well wish to roleplay through the
encounter and determine the creature or NPC’s reactions based on what the player says rather than the scores on the character sheet.

For players who understand the importance of henchmen and use them intelligently, charisma is the most important attribute in
OSRIC.

Charisma Score Maximum Henchmen Loyalty Bonus (d%) Reaction Bonus (d%)
3 1 -30 -25
4 1 -25 -20
5 2 -20 -15
6 2 -15 -10
7 3 -10 -5
8 3 -5 0
9 4 0 0
10 4 0 0
11 4 0 0
12 5 0 0
13 5 0 +5
14 6 +5 +10
15 7 +15 +15
16 8 +20 +25
17 10 +30 +30
18 15 +40 +35
19 20 +50 +40

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