Ability Scores

Each character has six ability scores that represent his character’s most basic attributes. 3 Physical stats, and 3 Mental stats. These affect nearly every aspect of a character’s skills and abilities, as their modifiers are usually used for Skillchecks to test a characters raw potential. Each ability score generally ranges from 3 to 18. An average ability score is 10, and when determining your scores, every score starts with 10.

You have an additional 4 points to spend. You can gain more points by subtracting from other stats. Some Virtues and Flaws may also add onto your scores.

Strength (Str)
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry.

A character with a Strength score of 0 is too weak to move in any way and is unconscious.

You apply your character’s Strength modifier to:

Score Modifier Example Description
0 Deadweight. Too weak to move, unconscious.
1 -5 Bat Morbidly weak. Can barely lift their own limbs.
2-3 -4 Rat swarm Needs help to stand, can be knocked over by strong breezes
4-5 -3 Weak Fairy Knocked off balance by swinging something dense
6-7 -2 Pixie Difficulty pushing an object of their weight
8-9 -1 Badger Has trouble even lifting heavy objects
10-11 0 Average Human Can pull their own weight.
12-13 +1 Dog Carries heavy objects for short distances
14-15 +2 Baboon Visibly toned, throws small objects for long distances
16-17 +3 Shark Carries heavy objects with one arm
18-19 +4 Minotaur Can break objects like wood with bare hands
20-21 +5 Giant Ape Able to out-wrestle a work animal or catch a falling person

Dexterity (Dex)

Dexterity measures agility, reflexes, and balance. This ability is vital for characters seeking to excel with ranged weapons, such as a bow, or a character dealing with acrobatics and agility such as a Mercenary or Wrestler.

A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

You apply your character’s Dexterity modifier to:

Score Modifier Example Description
0 -6 Incapable of moving, but not unconscious
1 -5 Barely mobile, probably significantly paralyzed
2-3 -4 Sea urchin Incapable of moving without great effort
4-5 -3 Visible paralysis or physical difficulty
6-7 -2 Zombie Significant klutz or very slow to react
8-9 -1 Basilisk Somewhat slow, occasionally trips over own feet
10-11 +0 Human Capable of usually catching a small tossed object, average human agility
12-13 +1 Able to often hit large targets at a distance
14-15 +2 Can catch or dodge a medium-speed surprise projectile
16-17 +3 Lion Able to often hit small targets at a distance
18-19 +4 Light on feet, able to often hit small moving targets at a distance
20-21 +5 Graceful, able to flow from one action into another easily

Constitution (Con)

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks.

A character with a Constitution score of 0 is dead.

You apply your character’s Constitution modifier to:

Score Modifier Example Description
0 Dead
1 -5 Minimal immune system, body reacts very poorly to anything foreign
2-3 -4 Frail, suffers constant illnesses
4-5 -3 Bruises very easily, knocked out by a light punch
6-7 -2 Toad Unusually prone to disease and infection
8-9 -1 locust swarm Easily winded, incapable of a full day’s hard labor
10-11 +0 Human Occasionally contracts mild sicknesses, average human healthiness
12-13 +1 nymph Can take a few hits before being knocked unconscious
14-15 +2 Light horse Able to labor for twelve hours most days
16-17 +3 Tiger Easily shrugs off most illnesses
18-19 +4 Polar bear Able to stay awake for days on end
20-21 +5 Elephant Very difficult to wear down, almost never feels fatigue

Intelligence (Int)

Intelligence determines how well your character learns and reasons. This ability is important for Mages because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3.

A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.

You apply your character’s Intelligence modifier to:

Score Modifier Example Description
0 Comatose
1 -5 Camel Lives by the most basic instincts, not capable of logic or reason
2-3 -4 Horse Animal-level intelligence, acts mostly on instinct but can be trained
4-5 -3 Can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts
6-7 -2 Hell-hound Dull-witted or slow, often misuses and mispronounces words
8-9 -1 Centaur Has trouble following trains of thought, forgets most unimportant things
10-11 +0 Human Knows what they need to know to get by
12-13 +1 Picks up new ideas quickly and learns easily, knows a bit more than is necessary, fairly logical
14-15 +2 Wraith Can solve most problems without even trying very hard, able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 +3 Succubus Noticeably above the norm, fairly intelligent, able to understand new tasks quickly
18-19 +4 Genius-level intelligence, may invent new processes or uses for knowledge
20-21 +5 Highly knowledgeable, probably the smartest person many people know

Wisdom (Wis)

Wisdom describes a character’s spirituality, common sense, awareness, and intuition. Wisdom is the most important ability for Clerics. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

You apply your character’s Wisdom modifier to:

Score Modifier Example Description
0 Incapable of rational thought and is unconscious.
1 -5 Animated object Seemingly incapable of thought, barely aware
2-3 -4 Rarely notices important or prominent items, people, or occurrences
4-5 -3 Giant maggot Seemingly incapable of planning
6-7 -2 Seems to have almost no common sense
8-9 -1 Forgets or fails to consider options before taking action
10-11 +0 Human Capable of planning and makes reasoned decisions most of the time
12-13 +1 Hyena Can sense when a person is upset
14-15 +2 Owl Can get hunches about a situation that doesn’t feel right
16-17 +3 Reads people and situations fairly well
18-19 +4 Diablo Often looked to as a source of wisdom or as a counselor
20-21 +5 Reads people and situations very well, almost without effort

Charisma (Cha)

Charisma measures a character’s personality, presence, personal magnetism, ability to lead, and appearance. It is the most important ability for Bards. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score.

A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

You apply your character’s Charisma modifier to:

Score Modifier Example Description
0 Unable to express itself in any way and is unconscious.
1 -5 Zombie Barely conscious, appears blank and expressionless
2-3 -4 Lizard Capable of only minimal independent decision-making
4-5 -3 Donkey Has no awareness of the needs of others, almost no sense of empathy
6-7 -2 Bear Uninteresting, rude, boorish, and generally unpleasant to be around
8-9 -1 Something of a bore or makes people mildly uncomfortable
10-11 +0 Human Understands most conventions of social interactions and acts relatively acceptably in social circumstances
12-13 +1 Mildly interesting, usually knows what to say
14-15 +2 Interesting, almost always knows what to say
16-17 +3 Pixie Popular, receives greetings and conversations on the street
18-19 +4 Immediately likeable by many people, subject of favorable talk
20-21 +5 Life of the party, able to keep people entertained for hours