Abilities & Ability Scores
Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Constitution (CON), Dexterity (DEX), and Charisma (CHA).
- The player or referee determines an ability score for each of these six abilities by rolling 3d6 in order (as indicated above).
- The ability score also determines a modifier that will be applied in various ways during gameplay, as indicated briefly below.
The following table determines the modifier for each of the six ability scores:
Ability Score | Modifier |
---|---|
3 | -2 |
4-7 | -1 |
8-13 | 0 |
14-17 | +1 |
18 | +2 |
**Scores reduced to 0 or lower result in the character dying or being retired from play. See Death & Dismemberment for details.
Strength (STR)
Strength represents the character’s ability to use and apply physical power. Strength modifiers are applied to:
- melee attack rolls
- tasks that require the application of physical force
- Warrior Class Only: damage rolls with melee weapons and muscle-powered thrown weapons
The total strength score is:
- equal to the number of significant items that can be carried before becoming burdened or encumbered (see Movement & Encumbrance)
Intelligence (INT)
Intelligence represents the character’s ability to acquire and retain knowledge. It also represents the ability to recall information. Intelligence modifiers are applied to:
- communication tasks and the starting number of known languages (see Languages & Communication)
- tasks that require recalling information
- Magic-user Class Only: the number of prepared spells/charms that can be bound to a wand, stave, or ritual knife
Wisdom (WIS)
Wisdom represents the character’s ability to discern, judge, and remain alert. Wisdom modifiers are applied to:
- saving throws against mind-affecting magic (e.g., glamours, illusions, etc.)
- tasks that require discernment and/or awareness
The total wisdom score is:
- equal to the starting Loyalty score with one god or goddess (see Loyalty and this post on Invoking Denizens of the Otherworld)
Constitution (CON)
Constitution represents the character’s ability to endure physical activity and adversity. Constitution modifiers are applied to:
- a character’s hit dice per level of experience
- non-magical saving throws against potential bodily harm (e.g., poison, paralysis, etc.)
- tasks that test physical endurance or fortitude
The total constitution score is:
- equal to the number of rounds a character can hold his/her/their breath (see Holding Breath & Drowning).
- equal to the number of rounds a character can run at max movement (e.g., a flat-out run; see Movement & Encumbrance).
Dexterity (DEX)
Dexterity represents the character’s ability to use hand-eye coordination to gauge and accomplish tasks. Dexterity modifiers are applied to:
- attack rolls with ranged weapons
**Note: Dexterity does not modify Armor Class in this game.
Charisma (CHA)
Charisma represents the character’s ability to attract, persuade, and/or lead others. Charisma modifiers are applied to:
- reaction checks
- the initial Loyalty score of hirelings
The total charisma score is:
- divided by 2 (rounded down) to determine the maximum number of hirelings a character can effectively have in service at a given time
Updated: 4/02/2023