Ability Scores

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Determine Bonuses

Each ability, after changes made because of race, has a modifier ranging from -5 to +n. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. Lastly, when talking about your score all caps abbreviations are used (STR, DEX, CON, etc..) when talking about your bonus only the first letter is capitilized (Int, Will, Luck, etc…)

Physical Scores

Strength Score (STR)

Strength measures muscle and physical power. 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. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
Your Strength score determines your characters carrying capacity. To determine how much one can carry look at the Table: Carrying Capacity, this table only indicates how much the light load is for a medium biped creatures. To determine the Medium Load, multiply your light load by x2, for Heavy Load x3 and for Push or Drag x15.

You apply your character’s Dexterity modifier to:

  • Carry Capacity
  • Hit Points
  • 1/3 Actions
  • Overall melee combat
  • Skills that benefit from this ability

Furthermore there are additional changes to your carry capacity depending on your size and how many legs you have. These changes are shown in Table: Bigger and Smaller Creatures

Table: Carrying Capacity
Strength Score Light Load
0 : 0
1 : 2 lbs. or less
2 : 5 lbs. or less
3 : 15 lbs. or less
4 : 25 lbs. or less
5 : 35 lbs. or less
6 : 45 lbs. or less
7 : 60 lbs. or less
8 : 80 lbs. or less
9 : 100 lbs. or less
10: 130 lbs. or less
11: 170 lbs. or less
12: 230 lbs. or less
13: 300 lbs. or less
14: 400 lbs. or less
N-5: X 4

Table: Bigger and Smaller Creatures
Condition Multiplier Quadrupeds

Fine : x1/8 x1/4
Diminutive : x1/4 x1/2
Tiny : x1/2 x3/4
Small : x3 x1
Medium : x1 x1.5
Large : x2 x3
Huge : x4 x6
Gargantuan : x8 x12
Colossal : x16 x24

Dexterity (DEX)

Dexterity measures agility, reflexes, speed and balance. This ability is vital for characters seeking to excel with ranged weapons. 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:

  • 1/2 Physical Actions
  • Speed
  • Ranged attack rolls
  • Armor Class (AC), during melee combat or against ancient technology.
  • Reflex saving throws, for avoiding explosions and other attacks that you can escape by moving quickly.
  • Skills that benefit from this ability

Constitution (CON):

Constitution represents your character’s health and stamina. Some creatures, such as 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:

  • Hit points x2
  • Healing and sustaining bleeding damage.
  • How many rounds a character can exert himself
  • Fortitude saving throws, for resisting poison, disease, and similar threats.
  • If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.


Appearance is you physical attractiveness, this may include having certain pheromones, scent, voice, and more commonly figure and looks that either disgust or attract others. Someone with an appearance of 0 is instantly disliked by anyone who gets near it, it would be the equivalent of going out with a pile of rotten meat with sulfur who’s voice sounds like a dying Hinayana. A 5 is the attractiveness of a normal human being. It is easy to hide low appearance scores with the use of frequent baths, perfumes, a brown bag and not speaking; however doing so will never help you more than a 5, and people generally don’t trust others who hide their appearance. A character with a high appearance score will find it that others will generally have a more predisposed willingness to help or negotiate.

  • Initial demeanor of others
  • Social skills that benefit from this ability

Mental Scores

Intelligence (INT):

Intelligence determines how well your character learns and reasons. 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 score to:

  • The number of skill points gained each level, though your character always gets at least 3 skill point per level.
  • Skills that benefit from this ability
  • Telekinetic powers

Willpower (WIS)

Willpower and mental endurance. Used for bravery and survival under stress/mental pressure. A character with a Willpower score of 0 has no will to do anything.

You apply your character’s Willpower modifier to:

  • 1/2 Mental actions
  • Staying conscious during extreme pain
  • Performing arduous tasks, maintaining attention, staying awake.
  • Skills that benefit from this ability
  • Telekinetic and/or Psychic powers

Charisma (Cha)

Charisma measures a character’s personality, personal magnetism and ability to lead. Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert oneself in any way and is unconscious.

You apply your character’s Charisma modifier to:

  • Persuading, leading, or lying individuals or groups.
  • Skills that benefit from this ability
  • Psychic powers


Perception, awareness, and quick thinking. Determines whether you notice things, and what order your turn occurs in. You can also roll Instinct checks to determine if someone is lying.

You apply your character’s Charisma modifier to:

  • 1/3 Mental Actions
  • Skills that benefit from this ability
  • Who acts first

Ability Score Damage

Diseases, poisons, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

Ability Score Penalties

Some abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

Ability Drain

Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

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Ability Scores

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