Player Character Generation Worksheet & Flowchart
Step 1: Roll Ability Scores i. Record special racial abilities:
a. Indicate dice-rolling method (p. 13): Dwarf p. 20
I. Roll 3d6 six times, in order.
11. Roll 3d6 twice per ability, select either. Elf p. 21
111. Roll 3d6 six times and assign to abilities Gnome p. 22
as desired.
Half-elf p. 22
IV. Roll 3d6 twelve times and assign any six
as desired. Halfling p. 23
V. Roll 4d6 (ignore lowest die) six times, Human none
assign as desired.
j. Consult Table 10 (p. 24) for height and weight,
VI. Roll 7d6, assign dice to base scores of 8 in consult Table 11(p. 24) to determine starting age, and
each ability. consult Table 12 (p. 24) to determine effects of aging.
VII. Other. Step 3: Select a Class
b. Generate and record scores for: a. Check racial restrictions:
Strength Intelligence Dwarf F, C, T, F/T, F/C
Dexterity Wisdom Elf F, R, M, C, T, F/M, F/T, M/T, F/M/T
Constitution Charisma Gnome F, I, C, T, F/C, F/I, F/T, C/I, C/T, I/T
Half-elf F, R, M, C, D, T, B, F/C, F/T, F/D,
F/M, C/R, C/M, T/M, F/M/C, F/M/T
Step 2: Choose a Race Halfling F, C, T, F/T
a. Before selection, consult Table 7 (p. 20) for Human F, P, R, M, I, C, D, T, B
requirements.
b. Consult Table 13 (p. 25) for ability score restrictions.
b. Adjust ability scores: c. Record class special abilities and restrictions:
Dwarf Con +1, Cha -1 Fighter p. 26
Elf Dex +1, Con -1 Paladin p. 27
Gnome Int +1, Wis -1 Ranger p. 28
Half-elf no adjustments Mage p. 31
Halfling Dex +1, Str -1 Specialist Wizard p. 31
Human no adjustments Cleric p. 33
Mythos Priest p. 34
c. Consult Table 1(p. 14)and record hit probability, dam- Thief p. 38
age adjustment, weight allowance, maximum press,
open doors chance, and bend bardlift weights chance. Bard p. 41
d. Consult Table 2 (p. 14)and record reaction adjustment, d. Fighter, Paladin, Ranger: If your character‘s Strength is
missile attack adjustment, and defensive adjustment. 18and the character is not a halfling, roll dIOO to deter-
mine exceptional Strength. Consult Table 1(p. 14)and
e. Consult Table 3 (p. 15)and record hit point adjustment, readjust hit probability, damage adjustment, weight al-
system shock, resurrection survival, poison save, and lowance, maximum press, open doors, and bend bars/
regeneration. lift gates.
f . Consult Table 4 (p. 16)and record number of languages e. Mage: If your character is a mage, consult Table 4 (p.
and spell immunity. 16) and record spell level, chance to learn spell, and
maximum number of spells per level (optional).Then
g. Consult Table 5 (p. 17) and record magical defense ad- ask your DM what your first spells are and record them
justment, spell immunity. in your spell book.
h. Consult Table 6 (p. 18)and record maximum number of f . Specialist Wizard: If your character is a specialist wiz-
henchmen, loyalty base, and reaction adjustment. ard, choose a school of magic by consulting Table 22
©1989 TSR, Inc. All Rights Reserved.
(p. 31). Then consult Table 4 (p. 16) and record spell Step 7: Roll Hit Points
level, chance to learn spell, and maximum number of
spells per level (optional). Then ask your DM what a. Roll the appropriate hit dice.
your first spells are and record them in your spell book.
Warriors: ld10
g. Cleric: If your character is a cleric, consult Table 5 (p.
17)and record bonus spells and chance of spell failure. Priests: ld8
Note the spheres to which the character has major ac-
cess (all, astral, charm, combat, creation, divination, Rogues: ld6
guardian, healing, necromantic, protection, summon-
ing, sun) and minor access (elemental). Mages: ld4
h. Mythos Priest: If your character is a mythos priest, con- b. If multi-classed, roll hit dice and average the results
sult Table 5 (p. 17)and record bonus spells and chance of (p. 44).
spell failure. Note the weapons and armor allowed. Note
the spheres to which he has major and minor access. Step 8: Record Base Movement
Note his granted powers and mythos-related special
abilities. Note his religious tenets. a. Find the character’s base movement rate on Table 64 (p.
119) and record it. If the optional encumbrance rules
i. Thief: If your character is a thief, record his basic thiev- are in effect, also record the encumbrance categories
ing skill scores from Table 26 (p. 39). Modify these from Table 47 (p. 76) and modified movement rates and
scores according to Tables 27 and 28 (p. 39). Then ap- combat abilities (p. 79).
portion 60 points between those abilities (no more than
30 points to any one score). Step 9: Select Proficiencies (optional)
j. Bard: If your character is a bard, note his thief abilities a. Consult Table 34 (p. 51) to determine the character’s
from Table 33 (p. 42). Modify these percentages accord- weapon and nonweapon proficiency slots. Add the
ing to Tables 27 and 28 (p. 39). Then apportion 20 character’s number of languages known (from Table 4)
points between these abilities. to his initial number of nonweapon proficiencies.
Step 4: Choose Your Alignment b. Select weapon proficiencies. If the character is a fighter,
you may select a weapon specialization.
c. Select nonweapon proficiencies. Record their relevant
abilities and check modifiers.
a. In selecting your alignment, abide by class restrictions:
Fighter any Step 10: Equip Your Character
Paladin LG
a. Consult Table 43 (p. 66) to determine your character’s
Ranger LG, NG, CG starting funds.
Mage any b. Using Table 44 (p. 66), select and pay for your charac-
Specialist any ter’s starting equipment.
Cleric any c. Consult Table 46 (p. 75) to determine your character’s
Mythos Priest any acceptable armor class rating. Modify this base AC by your defen-
sive adjustment.
Thief any
Bard any N combination d. Record the weight, size, and damage information for
each melee weapon carried. Include type and speed fac-
Step 5: Record Saving Throws tors if those optional rules are in play.
a. Consult Table 60 (p. 101) to determine the base saving e. Record the weight, size, damage, rate of fire, and range
throws for your character. information for each missile weapon carried. Include
type and speed factors if those optional rules are in
Step 6: Record THACO Play.
a. Consult Table 53 (p. 91) to determine your character’s
THACO.
©1989 TSR, Inc. All Rights Reserved.
Level: Range: SchooUSphere: Duration:
Casting Time: Area of Effect: Components: Reversible?:
Effect:
Range: Savin-g Throw: Pages:
I,-Level: Area of Effect:
Casting Time: SchooYSphere: Duration:
Effect: Components: Reversible?:
Saving Throw:
Casting Time: Area of Effect: Pages:
Effect: SchooYSphere:
Area of Effect: Components: Duration:
-I Saving Throw: Reversible?:
cP--
Casting Time: 1 SchooYSphere: Pages:
Effect: Area of Effect:
Components: Duration:
Casting Time: 0-- Saving Throw: Reversible?:
Effect:
Area of Effect: SchooYSphere: - Pages:
I- Components:
Savin-g Throw: Duration:
Casting Time: Reversible?:
I SchooYSphere:
Pages:
Components:
Saving Throw: Duration:
Reversible?:
Levt-. Area of Effect: - Components: Duration:
Casting Time: Area of Effect: Saving Throw: Reversible?:
Pages:
LEffect: SchooYSphere:
. Components: Duration:
I..-1. Saving Throw: Reversible?:
Casting Time: Pages:
Effect: SchooYSphere:
Components: Duration:
I I _.a... Area of Effect: Saving Throw: Reversible?:
Casting Time: Pages:
Effect: SchooYSphere:
Components: Duration:
Casting Time: Area of Effect: Saving Throw: Reversible?:
Effect: Area of Effect: Pages:
SchooYSphere:
LC v C1. Components: Duration:
Saving Throw: Reversible?:
I Casting Time: Pages:
I Effect: ©1989 TSR, Inc All Rights Reserved
Player Character Generation Worksheet & Flowchart
Step I: Roll Ability Scores i. Record special racial abilities:
Dwarf p. 20
a. Indicate dice-rolling method (p. 13): Elf p. 21
I. Roll 3d6 six times, in order.
11. Roll 3d6 twice per ability, select either. Gnome p. 22
111. Roll 3d6 six times and assign to abilities Half-elf p. 22
as desired.
Halfling p. 23
IV. Roll 3d6 twelve times and assign any six
as desired. Human none
V. Roll 4d6 (ignore lowest die) six times, j. Consult Table 10 (p. 24) for height and weight,
consult Table 11(p. 24) to determine starting age, and
assign as desired. consult Table 12 (p. 24) to determine effects of aging.
VI. Roll 7d6, assign dice to base scores of 8 in
Step 3: Select a Class
each ability.
VII. Other.
b. Generate and record scores for: a. Check racial restrictions:
Strength Intelligence Dwarf F, C, T, F/T, F/C
Dexterity Wisdom Elf F, R, M, C, T, F/M, F/T, M/T, F/M/T
Constitution Charisma Gnome F, I, C, T, F/C, F/I, F/T, C/I, C/T, I/T
Half-elf F, R, M, C, D, T, B, F/C, FIT, F/D,
F/M, C/R, C/M, T/M, F/M/C, F/M/T
Step 2: Choose a Race Halfling F, C, T, F/T
a. Before selection, consult Table 7 (p. 20) for Human F, P, R, M, 1, C, D, T, B
requirements.
b. Consult Table 13 (p. 25) for ability score restrictions.
b. Adjust ability scores: c. Record class special abilities and restrictions:
Dwarf Con +1, Cha -1 Fighter p. 26
Elf Dex +1, Con -1 Paladin p. 27
Gnome Int +1, Wis -1 Ranger p. 28
Half-elf no adjustments Mage p. 31
Halfling Dex +1, Str -1 Specialist Wizard p. 31
Human no adjustments Cleric p. 33
Mythos Priest p. 34
c. Consult Table 1(p. 14)and record hit probability, dam- Thief p. 38
age adjustment, weight allowance, maximum press,
open doors chance, and bend bardlift weights chance. Bard p. 41
d. Consult Table 2 (p. 14)and record reaction adjustment, d. Fighter, Paladin, Ranger: If your character's Strength is
missile attack adjustment, and defensive adjustment.
18and the character is not a halfling, roll dl00 to deter-
e. Consult Table 3 (p. 15)and record hit point adjustment, mine exceptional Strength. Consult Table 1 (p. 14)and
system shock, resurrection survival, poison save, and readjust hit probability, damage adjustment, weight al-
regeneration. lowance, maximum press, open doors, and bend bars/
lift gates.
f. Consult Table 4 (p. 16)and record number of languages e. Mage: If your character is a mage, consult Table 4 (p.
and spell immunity.
16) and record spell level, chance to learn spell, and
g. Consult Table 5 (p. 17) and record magical defense ad- maximum number of spells per level (optional). Then
justment, spell immunity. ask your DM what your first spells are and record them
in your spell book.
h. Consult Table 6 (p. 18)and record maximum number of f. Specialist Wizard: If your character is a specialist wiz-
henchmen, loyalty base, and reaction adjustment. ard, choose a school of magic by consulting Table 22
©1989 TSR, Inc. All Rights Resewed.
(p. 31). Then consult Table 4 (p. 16) and record spell Step 7: Roll Hit Points
level, chance to learn spell, and maximum number of
spells per level (optional). Then ask your DM what a. Roll the appropriate hit dice.
your first spells are and record them in your spell book.
Warriors: Id10
g. Cleric: If your character is a cleric, consult Table 5 (p.
17)and record bonus spells and chance of spell failure. Priests: ld8
Note the spheres to which the character has major ac-
cess (all, astral, charm, combat, creation, divination, Rogues: ld6
guardian, healing, necromantic, protection, summon-
ing, sun) and minor access (elemental). Mages: ld4
h. Mythos Priest: If your character is a mythos priest, con- b. If multi-classed, roll hit dice and average the results
sult Table5 (p. 17)and record bonus spellsand chanceof (p. 44).
spell failure. Note the weapons and armor allowed. Note
the spheres to which he has major and minor access. Step 8: Record Base Movement
Note his granted powers and mythos-related special
abilities. Note his religious tenets. a. Find the character’sbase movement rate on Table 64 (p.
119) and record it. If the optional encumbrance rules
i. Thief: If your character is a thief, record his basic thiev- are in effect, also record the encumbrance categories
ing skill scores from Table 26 (p. 39). Modify these from Table 47 (p. 76)and modified movement rates and
scores according to Tables 27 and 28 (p. 39). Then ap- combat abilities (p. 79).
portion 60 points between those abilities (nomore than
30 points to any one score). Step 9:Select Proficiencies (optional)
j. Bard: If your character is a bard, note his thief abilities a. Consult Table 34 (p. 51) to determine the character‘s
from Table 33 (p. 42). Modify these percentages accord- weapon and nonweapon proficiency slots. Add the
ing to Tables 27 and 28 (p. 39). Then apportion 20 character’snumber of languages known (from Table 4)
points between these abilities. to his initial number of nonweapon proficiencies.
Step 4: Choose Your Alignment b. Select weapon proficiencies.If the character is a fighter,
you may select a weapon specialization.
c. Select nonweapon proficiencies. Record their relevant
abilities and check modifiers.
a. In selectingyour alignment, abide by class restrictions:
Fighter any Step 10: Equip Your Character
Pa1adin LG
a. Consult Table 43 (p. 66) to determine your character’s
Ranger LG, NG, CG starting funds.
Mage any b. Using Table 44 (p. 66), select and pay for your charac-
ter’s starting equipment.
Specialist any
c. Consult Table 46 (p. 75) to determine your character’s
Cleric any armor class rating. Modify this base AC by your defen-
Mythos Priest any acceptable sive adjustment.
Thief any d. Record the weight, size, and damage information for
Bard any N combination each melee weapon carried. Include type and speed fac-
tors if those optional rules are in play.
Step 5: Record Saving Throws
e. Record the weight, size, damage, rate of fire, and range
a. Consult Table 60 (p. 101)to determine the base saving information for each missile weapon carried. Include
throws for your character. type and speed factors if those optional rules are in
Play*
Step 6: Record THACO
a. Consult Table 53 (p. 91) to determine your character’s
THACO.
©1969 TSR. Inc. All Rights Reserved.