First Edition Advanced Dungeons & Dragons™ Character Creation
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6:  Adjust Scores for Race
  Adjust scores for race.  Roll percentages for fighter and cavalier classes.  Adjust comeliness for charisma.  Under the MyWorld rules, Players Handbook(tm) and Unearthed Arcana(tm) racial adjustments, printed in italics, are optional:  players may opt to take all or none of the adjustments indicated.  Hengeyokai adjustments are mandatory, but racial (not class) minimums and maximums are considered to be met if the scores are within stated limits either before or after the adjustments are made.  These are the score adjustments:

Dwarf:
  Gully Effective Comeliness -4.
  Krynn Hill or Krynn Mountain Constitution +1, Charisma -1*, Effective Comeliness -1.
  Hill or Mountain or Duergar Constitution +1, Charisma -1*, Effective Comeliness -1.

Elf:
  Dimernesti Strength -1, Dexterity +2.
  Drow Dexterity +1, Constitution -1, Effective Comeliness +2.
  Gray Intelligence +1, Dexterity +1, Constitution -1, Effective Comeliness +2.
  High Dexterity +1, Constitution -1, Effective Comeliness +2.
  Kagonesti Strength +1, Intelligence -3, Dexterity +2, Constitution +1.
  Qualinesti Dexterity +1, Constitution -1, Effective Comeliness +1.
  Silvanesti Dexterity +1, Constitution -1, Effective Comeliness +2.
  Sylvan Dexterity +1, Constitution -1, Effective Comeliness +1.
  Wild Strength +2, Dexterity +1, Constitution -1.
  Wood Strength +1, Intelligence -1, Dexterity +1, Constitution -1.

Gnome:  All:  Effective Comeliness -1.
  Tinkers:  Strength -1, Dexterity +2.

Half-Elf:  Effective Comeliness +1.
  Krynn Dexterity +2, Effective Comeliness +1.

Half-orc:  Strength +1, Constitution +1, Charisma -2*, Effective Comeliness -3.

Hengeyokai:  All Effective Comeliness -1.
  Carp Strength -1, Wisdom +1.
  Cat Wisdom -1, Dexterity +1.
  Crab Strength +2, Charisma -2.
  Crane Wisdom +1, Dexterity -1.
  Dog Intelligence -1, Constitution +1.
  Drake Dexterity -1, Charisma +1.
  Fox Intelligence +1, Wisdom -1.
  Hare Strength -1, Wisdom +1.
  Monkey Wisdom -2, Dexterity +2.
  Raccoon Dog Strength +2, Wisdom -2.
  Rat Constitution +2, Charisma -2.
  Sparrow Constitution -2, Charisma +2.

Hobbit:  Strength -1, Dexterity +1.

Irda:  Intelligence +2, Dexterity +2, Constitution -2, Charisma +2, Effective Comeliness +2.

Kender:  Strength -1, Dexterity +2.

Minotaur:  Strength +2, Wisdom -2, Constitution +2.

Spirit Folk:  Effective Comeliness +1.

Trollborn:  Strength +1, Intelligence +1, Wisdom -1, Constitution +1, Charisma -2*, Effective Comeliness -2.

  *These adjustments will be listed as an Effective Charisma; the character's charisma is not altered relative to his own and other closely related races.

  Fighters and all fighter sub-classes and any Cavalier sub-classes who roll an 18 Strength are permitted/required to roll d100 to establish extraordinary strength.
  Cavaliers and Paladins must in any event roll d100 for fractional improvement on Strength, Constitution, and Dexterity.  Paladins must also roll fractional improvement for Charisma.

  Comeliness must be adjusted by Charisma.  This is in addition to the comeliness adjustment for Race, and modifies both actual and effective comeliness scores.  Character races with an effective Charisma which differs from actual charisma (dwarfs) have actual comeliness adjusted by actual charisma, and effective comeliness adjusted by effective charisma.  Adjustments are:

Charisma
Comeliness Adjustment
<3
-8
3
-5
4-5
-3
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3
>18
+5


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