Each character has 6 Ability Scores that represent their capabilities. 3 Physical stats, and 3 Mental stats. These affect nearly every aspect of a character’s ability.
An average ability score is 5, and when determining your scores, every score starts with 5.
You have an additional 5 points to spend. You can gain more points by subtracting from other stats. Some Traits and Foibles may also add onto your scores.
Muscle and physical power. Important for those who engage in melee combat. STR also sets the maximum amount of weight your character can carry.
You apply your character’s Strength modifier to:
- Melee attack or thrown weapon rolls.
- Climb checks.
- Strength checks (for breaking down doors and the like).
Agility, reflexes, and balance. Important for characters seeking ranged weapons, acrobatics, and or earlier turn sequences in combat.
You apply your character’s Dexterity modifier to:
- Ranged attack rolls.
- Armor Class (AC), provided that the character can react to the attack.
- Acrobatics, Traps, Sleight of Hand, and Stealth checks.
Your health and stamina. A CON bonus increases a character’s hit points, which is important for all classes.
You apply your character’s Constitution modifier to:
- Resisting poison, infections, and similar threats.
How well your character learns and reasons. Important for Mages and Occultists because it directly affects their spellcasting, as well as their ability to learn more spells.
You apply your character’s Intelligence modifier to:
- Knowledge checks.
- Casting Blood Magick.
- Learning Spells.
- Increasing skills.
Spirituality, awareness, and intuition. Important for Clerics and their ability to cast and learn Miracles.
You apply your character’s Wisdom modifier to:
- Heal, Perception, Sense Motive, and Survival checks.
- Casting Miracles.
Personality, presence, personal magnetism, ability to lead, and appearance. Important ability for Bards.
You apply your character’s Charisma modifier to:
- Bluff, Disguise, Intimidate, Perform checks.
- Checks that represent attempts to influence or communuicate with others.