Ability Scores

There are six traits that describe a character’s natural aptitudes. These are Constitution, Dexterity, Intellect, Intuition, Presence, and Strength. At the time of character creation, each score is probably generated by rolling 3d6. Depending on the nature of the campaign, the results may be used in the order they were generated, or re-ordered to suit the desires of the player.

Constitution (Con) is a character’s ability to endure physical hardship, whether that be harm, poison, disease, fatigue, extreme environments, or other situations. Constitution influences hit point totals and Corruption saves.

Dexterity (Dex) is a character’s coordination and fast-twitch muscle capacity, and influences reaction speed, defense, Evasion saves, and the elements of combat requiring finesse or steady aim.

Intellect (IQ) is a character’s ability to quickly take in and analyze information. Magic use requires long study and high intelligence to make sense of the complicated laws involved and their interactions.

Intuition (Wis) is a character’s sense, senses (including “sixth sense”), sensibility, and trust in their “gut.” It is most useful for artists, and for characters involved in the illogical ways of the gods.

Presence (Pre) is a character’s sense of centeredness and self. While good looks may be part of the equation, far more of it depends on poise, confidence, assertiveness and sociability. Presence influences Psychic saves as well as how others react to the character when meeting them for the first time, and how amenable they are, after making acquaintance, to being led.

Strength (Str) is a character’s slow-twitch muscle capacity and force output. It influences carrying capacity, Shock saves, and combat with hand-held or thrown weapons that rely on power.

Ability scores often provide modifiers to various rolls. The description for the roll will specify which ability modifier to use, if any, and any other special conditions.

Score (1) (2) 3 4, 5 6 to 8 9 to 12 13 to 15 16, 17 18
Modifier (-8) (-5) -3 -2 -1 0 +1 +2 +3

Scores of 18 and above increase their modifier by 1 for every 2 points the ability score increases. So 18 and 19 give a +3 modifier, 20 and 21 give +4, and so on. Note that 18 is the maximum score possible for normal humans; any higher score is superhuman — or supernatural.

Ability Scores

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